الوسم: DND

  • How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    How To Use The Book Of Vile Darkness In DND: Tips for Completing and Solving

    As Dungeons & Dragons continues to grow and update, the characters and items within its universe also change. The 2024 ruleset introduces some adjustments to magic items and updates a few famous Non-Player Characters (NPCs).

    Vecna is one of those recurring villains that players generally avoid unless they’re prepared for a dangerous end. Even without him, the artifacts he possesses are just as threatening as the lich himself. One such artifact is the Book of Vile Darkness, which is well-known for serving as a manual to guide others down Vecna’s evil path. Here’s how you can include it in your game.

    Determine the Contents of the Book

    The Book of Vile Darkness is usually bound to Vecna. Removing him from it is a tough task. The details inside are so horrifying that the book isn’t meant for casual reading. Keep this in mind when deciding if your players will get access to it, and what information they might uncover.

    Remember, any good-aligned character who opens and reads the book must make a Charisma saving throw. If they fail, their alignment shifts to neutral evil.

    If you want to introduce a specific evil theme into your campaign, the book is a great place to start. It could contain information on devastating plagues, rituals to summon dark entities, or heinous spells you create. Keep the content appropriate so players feel comfortable opening and exploring the book — include triggers or warnings if needed.

    The book might suggest including items such as true names of fiends or a vile ritual to become a lich, along with other dark spells the Dungeon Master invents. When creating your version of the book, consider what kind of evil details fit your story and where to place triggers so players aren’t caught off guard.

    Discuss the Consequences

    Using the Book of Vile Darkness comes with serious risks. Here’s what happens to a character who ends up with the book:

    • Their strength increases by two, but they lose two points in another ability score.
    • They develop a disfigurement, which you and the player can decide on. This disfigurement grants advantage on Persuasion checks with evil creatures and intimidation with good ones.
    • They can recall twice as much evil information from the book than usual.
    • They gain a weapon-like power called Dark Speech, which damages both them and nearby non-evil creatures when they speak it.
    • They will be compelled to commit an evil act within ten days of gaining the book; if they don’t, the book disappears.
    • If they die while attuned to the book, their soul is taken by an evil entity, making revival impossible until it’s freed.

    If your players are okay with these consequences, you can then add specific properties or effects to the book to make it even more unpredictable and dangerous.

    Add Your Own Content

    This is the fun part—customizing the book for your campaign. You can modify it to work with fifth edition rules or add new evil effects, such as the classic Vile Damage from the 3.5 edition. Vile Damage is so sinister that it can only be healed on sacred ground, adding a layer of challenge.

    Consider including properties like:

    • Three minor beneficial effects
    • One major beneficial effect
    • Three minor harmful effects
    • Two major harmful effects

    The 2024 Dungeon Master’s Guide offers several artifact options with these kinds of properties. For example, some effects might prevent the user from healing hit points or reduce their ability scores, or prevent them from attuning to other magic items. Use these guidelines to customize the book’s properties and make it a truly unique and dangerous artifact for your game.

  • Discovering Every New Species in D&D: Exploring Eberron and Solving Mysteries

    Discovering Every New Species in D&D: Exploring Eberron and Solving Mysteries

    Exploring Eberron introduces a total of nine playable species, many with updated variants that expand your options for character creation.

    You can choose from familiar species like Changelings, Elves, Kalashtar, Shifters, and Warforged, but the book also offers new species options and variations, allowing for more customized characters.

    Aasimar
    These celestial-inspired beings are not new to D&D, but Exploring Eberron provides new variants, especially suited for themes like fire and shadow.

    • Fernian Aasimar: Focuses on fire, transforming radiant wings into flames and ghostly fire. Enemies take fire damage instead of radiant, and traits like Celestial and Lightbringer are replaced with fire-themed abilities.
    • Mabaran Aasimar: Embraces shadows and despair, removing some light-based traits and incorporating shadowy features and necrotic damage effects.

    Dhakaani Variations
    Exploring Eberron includes three Dhakaani variants: Ghaal’dar (Hobgoblins), Golin’dar (Goblins), and Guul’dar (Bugbears). Previously, these species weren’t compatible with the 2024 ruleset, but now they are.

    • They all have Darkvision and are humanoids, but differ slightly in size and speed. Their unique traits include:
      • Hobgoblins: Advantage on saving throws against charm, bonus to tests failed when allies are nearby, proficiency in two skills like Athletics or Intimidation.
      • Bugbears: Advantage against Frightened, increased melee reach, advantage on ending Grappled conditions, and enhanced size for carrying capacity.
      • Goblins: Advantage against charm, superior Stealth in larger creatures’ shadows, and nimbleness to move through larger creatures’ spaces.

    Gnoll
    Once under demon dominance, Gnolls in Eberron have been freed but retain their hunting instincts. They are loyal and aggressive, with traits such as:

    • Bite: Uses teeth as natural weapons dealing 1d6 + Strength modifier piercing damage.
    • Hunter’s Senses: Proficiency in Perception, Stealth, and Survival skills.
    • Rampage: After attacking with Bite or reducing an enemy to zero hit points, can bonus action to move and attack again.

    Jhorgun’taal (Half-Orc)
    Representing a harmonious bond between humans and orcs, these half-orcs feature:

    • Regular size and darkvision.
    • Traits like Relentless Endurance and Versatile, which allows selecting an Origin feat.

    Kalamer Landwalker (Merfolk)
    Elemental and amphibious, Merfolk can walk on land by transforming their tails into legs with a shapeshifting action. They also have:

    • Blessing of the Sea: Shapechange between merfolk and land forms, maintaining different speeds.
    • Proficiencies in Nature, Performance, and Survival.
    • Swim speed equal to their walking speed, plus other aquatic traits.

    Ruinbound
    Connected to alien symbionts, these creatures are bonded to an extraterrestrial entity they can’t remove. They gain:

    • Personal Symbiont: Uses it as a supernatural cantrip.
    • Symbiont Mastery: Attune to an additional magical item and ignore curses or similar effects.
    • Unnatural Resilience: Resistance to poison and advantage on related saving throws.

    Sahuagin
    Sea predators with leathery skin, webbed hands, and sharp teeth, Sahuagin are not inherently evil but are fierce hunters. Their traits include:

    • Blood Frenzy: Enter a frenzy that grants advantage on attack rolls against creatures not at full health.
    • Natural Armor: AC of 12 + Dexterity modifier without armor, with shield usage allowed.
    • Limited Amphibiousness: Breathe air and water but must be submerged at least once every four hours to avoid suffocation.
  • Ranking Every New Subclass in D&D: Exploring Eberron’s Solving and Completing

    Ranking Every New Subclass in D&D: Exploring Eberron’s Solving and Completing

    With Eberron gaining renewed attention due to the release of Eberron: Forge of the Artificer, Dungeons & Dragons fans now have access to even more content related to the famous city in the game through partner publications. One such new release is Exploring Eberron, a sourcebook that provides a deeper look into the realm.

    Exploring Eberron introduces several new character options, including both new and returning races that align with the 2024 Player’s Handbook. There are also multiple new class options, notably new subclasses for the Artificer, a class that has become prominent with Eberron content. We will review all these new subclasses, analyze their strengths, and rank them to identify which ones are worth trying.

    When it comes to Exploring Eberron, there are new subclasses available for the Cleric, Monk, Druid, Bard, and Artificer. Each one fits within the rules of the 2024 PHB, and most of them bring unique features to their respective classes. We’ll examine each subclass to see what they can do, how they enhance the base class, and how they compare to other subclasses in terms of usefulness.

    S Tier

    These subclasses offer either enough new material to be highly appealing or are simply better than existing options for their class. They feature a wide array of abilities that prepare you for many different situations, making them some of the best choices Exploring Eberron has to offer.

    • Cleric: Mind Domain
      The Mind Domain has some powerfully situational abilities. Even if your campaign doesn’t reach level 17, the features available at higher levels are impressive. For example, replacing a failed saving throw with a 20 can turn the tide of a battle, and the Psychic Feedback ability imposes disadvantage on enemies’ Wisdom saves, which can help your own attacks succeed. Psychic Force transforms your radiant damage into psychic damage and adds your Charisma modifier for extra damage. Additionally, it grants a +2 bonus to Intelligence, Charisma, and Wisdom saving throws for allies around you, providing substantial support.

    • Druid: Circle of the Forged
      This subclass turns your Druid into a durable frontline fighter. It grants resistance to bludgeoning, piercing, and slashing damage when in Wild Shape, and allows using Wild Shape as a reaction. You can select your attack damage type, ensuring you’re prepared against resistances. Sacrificing a spell slot can deal up to 5d6 additional damage, with various effects such as lowering enemy AC or inflicting ongoing damage. At higher levels, your AC becomes 16 plus your Wisdom modifier, making you quite hard to hit.

    A Tier

    These subclasses are definitely worth investing in, even if they don’t surpass the top-tier options. While they might lack the versatility of S Tier subclasses, they still open up exciting opportunities for fun and creativity.

    • Artificer: Forge Adept
      Focused on weapon creation, the Forge Adept is versatile with its ability to craft magical weapons. Using proficiency with martial weapons and adding your Intelligence modifier to attack and damage rolls makes it effective. You can enchant a non-magical weapon to become magical and return when thrown, with a bonus to attack and damage that increases with level. The Aura of War enhances damage for you and allies, making this subclass a solid choice for those looking to wield imbuing weapons and support their team.

    • Monk: Warrior of the Living Weapon
      While extra damage is beneficial, it’s primarily linked to your Martial Arts die, limiting early-game usefulness. However, abilities like Manifest Blow provide extra damage options, especially with features like Nightmare Shroud, which deals extra damage and frightens enemies. Self Restoration cleans conditions more easily, and Perfect Form offers options such as increased healing or higher AC, making this subclass versatile.

    B Tier

    While interesting, these subclasses do not significantly improve upon existing options in the 2024 PHB. Many available from official material outperform them, but they still deliver fun and inventive gameplay.

    • Bard: College of the Dirge Singer
      This subclass’s broad Inspiration feature allows others to pass their Inspiration to teammates, and Commanding Voice lets those with Bardic Inspiration join your attack reaction. Adding the Bardic Inspiration die to damage and granting a bonus to ability checks are nice perks. However, better Bard subclasses are available, and this one doesn’t offer compelling unique features.

    • Artificer: Maverick
      The main new feature is the Arcane Prototype, letting you hold spells within prototypes that can be used for spellcasting at higher levels. Nevertheless, this is somewhat redundant, as carrying multiple spell slots is typically more straightforward. You can add your Intelligence modifier if you have Tinker’s Tools, but generally, other subclasses provide more impactful options.

    Variant Capstones

    The added level 20 options for each subclass can make some Artificer subclasses even more powerful. These variants include new capstone features that can enhance your character’s abilities at high levels. While most players are unlikely to reach level 20, these options add extra flavor and potential upgrades for those who do, making some subclasses more appealing for long-term campaigns.

    Most of these capstones can be useful, but they should be considered optional enhancements since attaining level 20 is rare.


    This overview highlights the strengths of the new subclasses from Exploring Eberron. While some are top-tier game changers and others are more niche, they all contribute interesting options for players seeking new ways to build and roleplay their characters in the Eberron setting.

  • Top Stats for a Scion of the Three Rogue in D&D: Completing and Solving

    Top Stats for a Scion of the Three Rogue in D&D: Completing and Solving

    The Son of the Three Rogues is one of the most aggressive and combat-oriented subclasses available for rogues in Dungeons & Dragons. Found in the Forgotten Realms Player’s Guide, this subclass draws dark strength from the Dead Three—Bane, Bhaal, and Myrkul—turning you into a relentless, bloodthirsty hunter on the battlefield.

    Unlike traditional rogues who focus on stealth and careful positioning, the Son of the Three thrives in the chaos of close combat. They teleport between fallen enemies and deal devastating damage to wounded opponents. If you want to play a rogue that feels more like a horror movie slasher than a sneaky thief, this subclass is a good fit.

    Son of the Three Subclass Overview

    The Son of the Three gets its power from three evil gods of the Forgotten Realms—Bane, Bhaal, and Myrkul. Your character can be a devoted cultist pledged to these dark deities, or you could be cursed with their power against your will, similar to the Dark Urge in Baldur’s Gate 3.

    In Baldur’s Gate, underground cults to Bane (tyranny), Bhaal (murder), and Myrkul (death) often employ agents of this subclass. Outside the city, ruthless thieves’ guilds like the Shadow Thieves of Amn and Xanathar’s Guild might hire a Son of the Three for especially violent contracts.

    Here’s a summary of the subclass’s features:

    Feature Level Details
    Bloodthirst 3rd Deals extra damage to bloodied enemies with your Sneak Attacks, equal to half your rogue level. Additionally, it grants a reaction that lets you teleport up to 30 feet when an enemy you can see drops to zero health, allowing a melee attack afterward. You can use this reaction a number of times equal to your Intelligence modifier, resetting after a long rest.
    Dread Allegiance 3rd At each long rest, you choose one of the three gods to gain a resistance and an ability until your next rest. Choices include:
    • Bane: Psychic resistance and the Minor Illusion cantrip
    • Bhaal: Poison resistance and the Blade Ward cantrip
    • Myrkul: Necrotic resistance and the Chill Touch cantrip |
      | Strike Fear | 9th | Gains the Terrify ability: make a Wisdom saving throw against a target; on failure, the target becomes frightened for 1 minute, and you have advantage on attack rolls against it. |
      | Aura of Malevolence | 13th | Creates an aura that deals damage equal to your Intelligence modifier to enemies within 10 feet at the start of your turn, ignoring resistances. |
      | Dread Incarnate | 17th | Gains:
    • Murderous Intent: treat any 1 or 2 on Sneak Attack dice as 3
    • Battle Tyrant: advantage on attack rolls against frightened enemies |

    Best Ability Scores for a Son of the Three Rogue

    This subclass requires unusual focus on Intelligence along with Dexterity. Dexterity remains your main ability—affecting attack rolls with finesse weapons, your Armor Class, initiative, and key skills like Stealth and Acrobatics. It’s recommended to raise Dexterity to 20 by level 8 or 12.

    However, Intelligence plays a unique role: it determines how many times you can use Bloodthirst per long rest, and at level 13, it influences the damage of your Aura of Malevolence. Aim for at least 14-16 Intelligence. An Intelligence of 16 grants three Bloodthirst uses per rest and a +3 damage bonus for your aura, which is very beneficial. If you want to fully commit to this subclass’s thematic, boosting Intelligence to 18 is worth considering, though it may require sacrificing elsewhere.

    Constitution is important too, since your aggressive playstyle puts you in melee often, and your teleportation encourages diving into the thick of battle. Aim for at least 14 Constitution, with 16 being optimal in tougher campaigns.

    Wisdom, Charisma, and Strength are less vital. Wisdom affects Perception and Insight but can be proficiency-based. Charisma influences social skills but is less relevant for a violent, intimidation-focused character. Strength is mostly useless since you rely on finesse weapons.

    Best Species for a Son of the Three Rogue

    Several races complement this aggressive, intelligence-focused playstyle:

    Species Details
    Human Humans are versatile and reliable. They can quickly boost both Dexterity and Intelligence with their flexible ability score increases. Their extra skill proficiency, thanks to the Human Adaptability trait, makes them excellent for maximizing rogue skills and versatility.
    High Elf Their natural bonuses to Dexterity and Intelligence match well with your main stats. The bonus cantrip adds magical utility, and Darkvision helps in darkness or shadowy environments.
    Tiefling Their innate connection to dark forces mirrors the theme of the Dead Three. They gain resistance to fire damage, which is unique compared to your other resistances, and many variants boost Intelligence. The Thaumaturgy cantrip enhances intimidation.
    Shadar-kai These elves from the Shadowfell are perfect thematically. Their Blessing of the Raven Queen allows teleportation and damage resistance, which synergizes well with Bloodthirst teleportation. Natural necrotic resistance is a thematic bonus, fitting for a servant of death.

    Best Backgrounds for a Son of the Three Rogue

    Backgrounds provide skills, tools, and story hooks that can flesh out your character’s history:

    Background Details
    Soldier Offers proficiency in Athletics and Intimidation, and knowledge of land vehicles. While Athletics isn’t typical for rogues, it can be useful for grappling or jumping. Intimidation plays into your fearsome presence, especially combined with Strike Fear and Aura of Malevolence. Your military rank can be flavorfully aligned with authority earned through intimidation or violence.
    Sage Highlights your focus on Intelligence. Grants proficiency in Arcana and History, fitting for a scholar or dark knowledge seeker. The Researcher feature offers clues to locate forbidden knowledge about the Dead Three, supporting roleplay possibilities of delving into dark lore or gaining power through forbidden study.
    Criminal The most straightforward choice, offering proficiency in Sleight of Hand and Stealth—essential rogue skills. The Criminal Contact feature gives connections to the underworld, suitable for dealings with cults or criminal guilds tied to the Dead Three, especially in Baldur’s Gate.

    This setup emphasizes a playable character that is both deadly and thematically linked to dark gods, with a focus on combat dynamism, strategic teleportation, and dark lore.

  • All Magic Items in D&D Eberron – Forge of the Artificer, Ranked for Completing and Solving

    All Magic Items in D&D Eberron – Forge of the Artificer, Ranked for Completing and Solving

    Magic items in Dungeons & Dragons are always fun to discover. They can really turn the tide of a fight or enhance a roleplaying scene, and they come in many different types and strengths. Some magic items even craft entire stories and might have hidden costs for players who overlook their downsides.

    Not all magic items are equally powerful. Still, even common or uncommon items at low levels are worth considering. While you probably won’t find major legendary items in Eberron: Forge of the Artificer, there are some interesting mid-tier options worth exploring.

    Tier List Explanation
    The magic items are ranked based on how useful and unique they are. Items that can be used in tricky situations or replace other skills or abilities score higher.

    S Tier
    These are the top-tier items that stand out for their usefulness and versatility.

    • Spell-Refueling Ring: This ring lets you regain spell slots without resting, using only a bonus action. It’s limited to once a day and only recovers spells of level three or lower, but it’s incredibly handy for staying versatile in the heat of battle.

    • Dazzling Weapon: A +1 weapon that not only improves attack and damage rolls but also has the ability to blind enemies on a failed Constitution save when they attack you. It sheds bright and dim light, making it great for both visibility and combat.

    • Repulsion Shield: Functions as a shield, increasing your AC by 1, and allows you to push back attackers as a reaction. It’s perfect for defending yourself against melee pressure or getting out of tight spots.

    • Mind Sharpener: Grants a free pass on a Constitution saving throw to maintain concentration on spells. It has four charges but helps keep critical spells active, ensuring your team’s survival.

    A Tier
    These are solid, dependable magic items, especially for players leveling up.

    • Repeating Shot: A +1 ranged weapon that automatically replenishes its ammunition and grants a bonus to attack and damage rolls. Its main limitation is that it only works at range.

    • Boots of Winding Path: Allow you to teleport 15 feet as a bonus action, but only to a space you’ve already been. While useful, similar abilities like Misty Step from certain spells or races are slightly better, ranking these boots a bit lower.

    • Returning Weapon: A simple +1 weapon that improves attack and damage rolls. It can also magically recover a thrown weapon, adding flexibility to your combat style. Though not flashy, its practicality makes it a good choice.

    B Tier
    Good starter items that you’re likely to find early in your adventures.

    • Manifold Tool: A versatile tool that can transform into any other tool you need. It’s great for roleplay or when tools are scarce. Keep in mind, proficiency can be granted by class features or other means.

    • Helm of Awareness: Gives advantage on initiative rolls, making sure you can act early in combat. However, this benefit can be obtained from other sources as well, so it’s not exceptional.

    Summary
    These magic items—mainly common and uncommon—are useful enough to consider investing in, especially early on. They offer reliable buffs and practical benefits, though they may lack groundbreaking features that make them truly exceptional in high-level play.

  • Ranking Every New Artificer Subclass in D&D Eberron – Forge of the Artificer, Solving

    Ranking Every New Artificer Subclass in D&D Eberron – Forge of the Artificer, Solving

    When discussing the artificer in Dungeons & Dragons, they’ve had a noteworthy history in the fifth edition. They are absent from the 2024 Player’s Handbook but will make their return through their dedicated sourcebook, Eberron: Forge of the Artificer.

    This new sourcebook is entirely centered on the artificer, unveiling fresh feats, backgrounds, bastion options, and a new spell. There are also subclasses for the artificer, including some revised options and new ones to consider if you’re interested in playing or rejoining the class. To assist with your choice, we’ve ranked all artificer subclasses in a tier list to determine which is the strongest.

    Tier List Explanation

    While your subclass choice ultimately depends on your preferred playstyle and what you find fun, we’ve evaluated them based on factors like complexity, versatility, and how practical they are in a campaign. We’ve compared them to the updates made to other classes in the 2024 PHB to see how well they hold up.


    S Tier

    These subclasses are versatile and fit well into any D&D party, complementing others as the essential, well-rounded member. They have enough unique actions and options to keep things interesting, even alongside some 2024 PHB subclasses.

    Artificer Armorer by John Grello

    These subclasses offer enough diversity to serve different roles effectively. They may not be as flexible as others, but they certainly get the job done, making you a capable damage dealer and vital party role.

    Subclass Description
    Alchemist The best part about the Alchemist is its broad functionality. It doesn’t specialize in just one area but covers many. Its Experimental Elixirs can grant flight, boost speed, improve AC, heal beyond a typical potion, or grant a bonus to saving throws. Adding 2d4 force damage to spells is a neat bonus.
    Armorer Replaces the glass-cannon trope with a heavily armored spellcaster that doesn’t need high Strength. You can design armor to act as a front-line protector with concussion blasts and temporary hit points or create a demolishing dreadnought dealing force damage. Options include gaining a flying speed and extra attacks.

    A Tier

    These subclasses are solid and follow a clear path, doing their jobs well. While they may not be as flexible as higher-tier options, they excel at damage output and fulfilling specific roles within the party.

    Battlesmith by Michael Broussard

    • If you enjoy ranger-like pets, the Battlesmith is a prime pick. Its Steel Defender has its own actions during your turn, making it more autonomous than a typical ranger pet. The subclass combines a mechanical pet with extra attack and spellcasting, offering lots of fun for those who like this playstyle.

    Artillerist

    • Known for its potent offensive capabilities, the Artillerist provides a lot of firepower. It has its own Eldritch Cannon that can be a Flamethrower, Force Ballista, or Protector. As you level up, you unlock additional cannons. Its downside is it offers a focused set of abilities, lacking the wider versatility seen in some other subclasses.

    B Tier

    This subclass is very specialized, excelling at one thing but lacking in other areas. It’s not a bad choice; it simply doesn’t offer as much variety as the higher-tier options.

    Cartographer

    • The Cartographer feels more like a niche subclass, emphasizing map-making and teleportation expertise. While teleportation can be very useful, it doesn’t add much depth to the class overall. Its usefulness is situational, making it ideal for specific campaigns but less reliable in others.
  • Every Epic Boon in D&D Forgotten Realms: Heroes of Faerûn – Completing & Solving Ranked

    Every Epic Boon in D&D Forgotten Realms: Heroes of Faerûn – Completing & Solving Ranked

    When your party has finished all the basic Dungeons & Dragons content and is ready for a challenge, consider offering them Epic Boons as rewards. These powerful enhancements are available once characters reach level 19 or higher and can significantly boost their abilities. They serve as some of the strongest character upgrades besides legendary weapons, often earned through completing epic quests or achieving major milestones in a campaign, such as fulfilling a personal storyline. The Forgotten Realms: Heroes of Faerûn supplement introduces even more Epic Boons to explore.

    Tier List Explanation

    Epic Boons are ranked based on their usefulness and versatility at high levels. Only the top-tier boons are considered truly outstanding for gameplay.

    • S-tier boons can be selected without any prerequisites other than reaching the necessary level. These options are the best for any character, regardless of class or build.
    • A-tier boons are more specialized but still very strong. They might require certain conditions or character choices, making them less universally applicable.
    • B-tier boons tend to be more general and less impactful, often offering options readily available through other magic items or spells, making them less desirable.

    S-Tier

    These Epic Boons stand out as the most powerful and flexible options at high levels:

    • Boon of Communication: Grants telepathy with a range of 120 feet and removes disadvantage when influencing hostile creatures. Additionally, understanding all written or spoken languages without spells makes this boon invaluable.
    • Boon of Desperate Resilience: Offers resistance to all damage types except Force while bloodied, greatly increasing survivability.
    • Boon of Fluid Forms: Allows any class to gain the shapeshifting abilities typically exclusive to druids. This boon provides a unique, class-defining power applicable in combat and roleplaying situations alike.

    Though druids won’t benefit much from Fluid Forms, this boon is fantastic for any other class that hasn’t multiclassed into druid and opens up numerous strategic options.

    A-Tier

    These boons are powerful but more situational:

    • Boon of Bountiful Health: Lets you maximize the roll of hit point dice during healing, providing significant sustain.
    • Boon of Exquisite Radiance: Enhances radiant damage output by allowing high damage dice rolls once per long rest, ideal for damage-focused characters.
    • Boon of Furious Storm: Grants resistance to Lightning and Thunder damage, plus immunity when bloodied, with the added ability to hinder opponents through spell resistance.
    • Boon of the Soul Drinker: Provides resistance to Cold and Necrotic damage, with the ability to regain hit points after reducing enemies to zero, usable after every short or long rest.
    • Boon of Bloodshed: Adds extra damage and advantage on the next attack when finishing off bloodied enemies, useful for aggressive combatants.

    These boons are tailored toward specific playstyles or classes but remain effective overall.

    B-Tier

    While still useful, these Epic Boons tend to be less impactful or more easily replaced:

    • Boon of Fortune’s Favor: Allows rerolling a failed saving throw at the start of each turn; useful but redundant with other luck-based features.
    • Boon of Poison Mastery: Boosts poison damage, but many monsters are resistant or immune to poison, limiting its effectiveness.
    • Boon of Revelry: Grants the ability to cast Otto’s Irresistible Dance without spell slots, but many creatures are immune or resistant to charm effects.
    • Boon of Terror: Can make frightened creatures move away, but only if they are already frightened; also, immunity to being frightened is common.
    • Boon of the Bright Sun: Provides temporary hit points and a bright light aura, but these effects are less impactful at high levels when darkness can often be dispelled easily.

    Many of these boons focus on niche or situational effects and are more easily substituted by spells or magic items.


    Choosing the right Epic Boon depends heavily on your character’s class and the campaign. While some boons, such as the Boon of Furious Storm, offer impressive immunity or damage boosts, others may be less compelling given the availability of comparable magic items or spells. Assess your party’s needs and what would complement your playstyle when selecting these high-level rewards.

  • Complete List of Origin Feats in D&D Forgotten Realms: Heroes of Faerûn, Ranked

    Complete List of Origin Feats in D&D Forgotten Realms: Heroes of Faerûn, Ranked

    Forgotten Realms: Heroes of Faerun adds several new origin feats for players to select in their Dungeons & Dragons games. Origin feats are granted at the start of your character’s adventure and give a small boost that makes sense based on their background and origin before they become an adventurer.

    These feats don’t increase ability scores like typical feats but offer various benefits to help your character explore Faerun and the wider Forgotten Realms. Heroes of Faerun introduces even more origin feat options, which we rank to highlight the most useful choices.

    Each origin feat is assigned to a tier based on how practical it is. This depends on whether the feat can stand alone, if it requires pairing with a specific class, or if it’s worth considering at all.

    S-Tier origin feats are the best options; they function well without prerequisites and are overall very useful.

    A-Tier feats are good but require some effort to maximize. They may have strengths but also some drawbacks.

    B-Tier feats are mediocre and usually not worth investing in unless in a particular situation; better options are often available.

    S-Tier

    These are excellent options regardless of your character or background. They work well with any build and provide strong starting benefits.

    • Purple Dragon Rook: If you select this feat and don’t already have proficiency in Insight or Persuasion, gaining it is a big plus. Plus, you get a free Heroic Inspiration after each initiative roll, which can give your party a free reroll during combat depending on your proficiency bonus.

    • Tyro of the Gauntlet: The ready action is often overlooked. With this feat, even without a trigger, attacks against you have disadvantage, and you can prevent an ally within 5 feet from being pushed or pulled. This can be lifesaving, and there are no negative aspects to this feat.

    A-Tier

    While these feats are generally good, they work better in certain scenarios. Some have minor unnecessary features but are still worthwhile overall.

    • Emerald Enclave Fledgling: Speaking with animals is useful but can be achieved through other means. However, the ability to switch places with an ally using the Help action — without provoking opportunity attacks — is very valuable. This movement ability is limited to an ally within 5 feet and only activated when needed most.

    • Lord’s Alliance Agency: Gifting Heroic Inspiration to an ally within 30 feet is helpful, but you only do so if you land a critical hit, which can be a drawback. Additionally, you gain advantage against an enemy if they have dealt damage to an ally within 5 feet, which is easier to trigger and is especially useful for melee characters.

    • Zhentarim Ruffian: The ability to roll damage twice and pick the better result is powerful, particularly during opportunity attacks. Giving allies advantage on initiative rolls is also nice but requires Heroic Inspiration, and the prerequisites make this feat slightly less accessible.

    B-Tier

    These feats are modest and are generally less useful than other options in Faerun. They have some niche application but often are outperformed by better feats.

    • Cult of the Dragon Initiate: Learning Draconic or another language is convenient but easily replaced. The ability to use a magic action to potentially frighten an enemy lasts only until the end of your next turn, and if the target succeeds on a saving throw, they are immune for 24 hours. Gaining Heroic Inspiration is a nice perk, but the feat itself isn’t particularly compelling.

    • Harper Agent: Knowing Thieves’ Cant is interesting but redundant if your party already has a rogue. Instrument proficiency can be obtained elsewhere. The ability to use the Help action from up to 30 feet away, as opposed to 5 feet, is useful but not a huge advantage since it’s a common feature available at shorter ranges.

    These rankings help players decide which origin feats best suit their characters, enabling more strategic choices when creating their adventurers in the Forgotten Realms.

  • How to Use Group Casting and Circle Magic in D&D for Completing and Solving

    How to Use Group Casting and Circle Magic in D&D for Completing and Solving

    Since many spells in Dungeons & Dragons can be quite versatile, collaborating with other spellcasters opens up new possibilities for powerful and creative effects. This practice, known as Circle Magic, lets multiple casters combine their efforts to cast spells that go beyond what one person can do alone. The more spellcasters involved, the longer or stronger the spell outcomes become.

    What Is Circle Casting?
    Circle casting happens when several spellcasters work together to cast the same spell, resulting in a boosted or more effective version of that spell. Any number of spellcasters can participate, and increasing the number of contributors can extend the spell’s duration or make it more potent.

    Which Spells Can Use Circle Magic?
    A spell qualifies for Circle Magic if it does at least one of the following:

    • Costs an action to cast
    • Takes at least one minute to cast or longer
    • Uses a spell slot

    If a spell meets any of these conditions, it can be enhanced by Circle Magic, allowing for a broad range of spells to be improved through teamwork.

    How To Cast a Circle Spell
    To cast a Circle spell, the lead caster starts by initiating the spell, which involves identifying the target, providing necessary components, marking the spell slot used, and maintaining concentration as with any spell.

    Secondary casters must then use their turn’s Magic action to join the spell, provided they are within 30 feet of the primary caster. They need to join before their next turn begins. Note that secondary spellcasters must have the ability to cast spells through Pact Magic, specific feats, or other spellcasting abilities.

    Once every participant has used the Magic action to join, the spell’s effects activate. For spells that take one minute or more to cast, all participating casters must keep using their Magic action each turn until the spell is complete. Maintaining concentration during casting is essential; if anyone drops concentration, the spell fails. When a Circle spell fails, no spells slots or components are lost, and the process must be started over.

    All Circle Casting Effects
    Depending on the specific Circle spell cast, you can enhance or modify spells in various ways, but only one Circle spell can be used at a time. Some spells have special instructions or require unique components, especially those with increased power.

    Common Circle Spell Effects Include:

    • Augment: Extends the spell’s range by 1,000 feet per secondary caster, up to a mile.
    • Distribute: Ensures that all casters maintain concentration; if any drop it, the spell ends.
    • Expand: Increases the spell’s area of effect by 10 feet for each contributor, with each secondary caster expending a spell slot.
    • Prolong: Extends a spell’s duration based on the number of secondary casters—up to 24 hours with enough participants.
    • Safeguard: Creates a safe zone within the spell’s area, with the size based on the spellcasting modifier and the number of other casters.
    • Supplant: Lowers the material component cost of a spell by half the GP value for each additional caster, with each secondary caster expending a spell slot.

    Each of these effects allows casters to amplify their spells in strategic ways, making teamwork a powerful tool in the game.

  • Discover New Subclasses in DND Forgotten Realms: Completing and Solving

    Discover New Subclasses in DND Forgotten Realms: Completing and Solving

    Familiar with Faerun from Dungeons & Dragons? You know how many iconic characters have journeyed through these lands. Players of Baldur’s Gate 3 will recognize Astarion, Shadowheart, and Karlach. Experienced adventurers will recall that Faerun is the setting for Drizzt Do’Urden and his family’s epic quests.

    Since Faerun is known for legendary heroes undertaking grand adventures, any story set here promises adventures as epic as those characters’. To give your heroes more options, new subclasses have been introduced to expand choices.

    Bard – College Of The Moon
    This bard college traces its roots to the same druidic traditions from the Moonshae Isles, harnessing primal and fey magic for spells. It offers an extra skill proficiency, along with features like:

    • At level 3, as a bonus action, you can turn invisible and teleport up to 30 feet after inspiring others.
    • Also at level 3, when healing, you can add your Bardic Inspiration roll to boost healing output.
    • By level 6, a cast of moonlight glows and reveals light, healing allies when enemies fail saves.
    • At level 14, you can replace Bardic Inspiration rolls with a d6 to save resources.

    Cleric – Knowledge Domain
    Revisiting this domain from the 2014 Player’s Handbook, it now features adjusted mechanics and new options. Knowledge clerics are scholars who study everything from ancient tomes to magic and art, often found in libraries and academies. Benefits include:

    • Use your Channel Divinity at level 3 to cast spells without spell slots, ignoring components.
    • At level 6, you gain proficiency in Intelligence saving throws and telepathy up to 60 feet.
    • By level 17, you can use a bonus action to grant advantage on D20 rolls for an hour.

    Fighter – Banneret
    Representing a hero of justice and bravery, the Banneret fighter often comes from renowned armies across Faerun. Features include:

    • At level 3, when using Second Wind, nearby allies also regain hit points.
    • Level 7 grants advantage on the next D20 test following your Second Wind.
    • Level 10 lets your Action Surge enable allies to attack or move without provoking opportunity attacks.
    • By level 15, you can reroll saving throws, adding your fighter level as a bonus.
    • At level 18, you become immune to being Charmed and Frightened, with other enhancements.

    Paladin – Oath Of The Noble Genies
    Paladins attuned to elemental planes draw strength from genies representing various elements. This oath grants:

    • Genie-inspired spells, proficiency in a chosen skill, and a base AC when unarmored.
    • At level 3, your Channel Divinity can deal extra fire damage, push enemies, grapple, or teleport.
    • Level 7 allows resistance to a damage type of your choosing, which you can change each turn.
    • Level 15 grants you flight, damage reduction using Hit Dice, and an ability to avoid damage from spells.

    Ranger – Winter Walker
    Native to Icewind Dale, Winter Walker rangers are fully adapted to frigid cold. Their traits include:

    • Resistance to Cold damage, ignoring enemy resistance, along with extra Cold damage.
    • Their Hunter’s Mark provides temporary hit points and prevents enemies from disengaging.
    • At level 7, they can use a Bonus Action to help allies regain hit points and avoid being frightened.
    • Level 11 enables reactions that can stun attackers who hit them.
    • Level 15 makes their form immune to Cold damage, Grappling, Restraining, or Prone conditions, and allows moving through creatures or objects at the cost of force damage.

    Rogue – Scion Of The Three
    This rogue theme is inspired by the Dead Three—Bane, Bhaal, and Myrkul—gods of tyranny, violence, and murder. Rogues of this subclass:

    • Can teleport to bloodied enemies within 30 feet and make melee attacks to potentially deliver a killing blow.
    • Gain resistance to the damage type associated with their deity.
    • Have features like Frightened conditions from Cunning Strike, bonus damage near teleported enemies, and enhanced Sneak Attack potential, including regaining Bloodlust use on short rests.

    Sorcerer – Spellfire Sorcery
    Sorcerers channel power directly from the magical weave, manifesting rare spellfire that heals allies or damages foes. This subclass provides:

    • Spellfire-specific spells that are always prepared.
    • At level 3, spending Sorcery Points can grant Temporary Hit Points or deal Fire or Radiant damage.
    • Level 6 confers automatic Counterspell and Sorcery Point regeneration.
    • At level 14, abilities to increase damage or hit points, as well as flight and damage mitigation.
    • Features promote aggressive spellfire use and survivability.

    Wizard – Bladsinger
    Returning after its absence since 2014, the Bladesinger combines elven martial tradition with arcane mastery. Key aspects include:

    • When active, it boosts AC and speed, provides advantage on Acrobatics, and allows using Intelligence instead of Strength or Dexterity for attack and damage rolls.
    • Proficiency in weapons and an extra skill are gained as you level.
    • At level 6, gain an extra attack and cast a cantrip during your attack action.
    • At level 10, you can reduce damage with a spell slot as a reaction.
    • Level 14 enables a bonus attack after casting a spell.

    These subclasses expand options for heroes in Faerun, each adding new ways to customize and enhance your character’s adventures.

  • Completing High-Stakes Tension for Experienced DND Players

    Tension is an essential tool for a Dungeon Master (DM) looking to engage players during a Dungeons & Dragons campaign. Whether you want to heighten the stakes in an intense battle or build suspense in a mystery, there are many techniques you can apply to enhance the tension in your sessions.

    However, this becomes trickier with higher-level players and campaigns. That’s why we’ve put together this guide. If you’re a DM gearing up for a high-level game, here are some effective strategies to maintain tension throughout your adventure.

    How To Create Tension


    A player character exploring a monster-filled dungeon in DND.
    Dungeon Level via Wizards of the Coast

    If you’re planning an adventure in DND, you might be asking yourself: how can I effectively create tension? This is especially relevant for high-level games where players possess formidable abilities that can easily tip the scales.

    At advanced levels, players often have the ability to heal themselves or thwart powerful enemy attacks, so simply pitting them against tough monsters won’t suffice to generate real tension.

    Here are some effective strategies to build tension in your DND games:

    • Introduce New Threats
    • Establish Consequences
    • Create Mood and Atmosphere

    As a DM, it’s crucial to ensure that the narrative feels authentic to maintain tension. Without it, players might feel unengaged or stifled creatively.

    An example of using tension effectively is during a significant battle: you could set a consequence for failure by revealing that the enemy has taken a beloved NPC hostage.

    This means that if the players fail, they risk losing a cherished ally, dramatically increasing the tension.

    If you’re unsure how to raise the tension, consider: what consequence would impact the party the most?

    While atmosphere and threats are essential, establishing clear stakes for the party can often be the most effective approach for high-level groups.

    How To Keep Tension


    Two characters escaping a collapsing bridge in DND.
    Collapsing Bridge via Wizards of the Coast

    Once tension is established, the next step is to maintain it.

    As a DM, there are several strategies for keeping tension high, depending on the circumstances.

    You should tailor your approach to the situation at hand:

    1. Combat
    2. Roleplay

    How To Keep Tension In Combat


    A wizard in a rooftop chase in Waterdeep during DND.
    Rooftop Chase via Wizards of the Coast

    Keeping tension during combat can be particularly difficult, especially if your group is focused on mechanics.

    To enhance tension, both you and your players should actively narrate the action.

    It’s easy to slip into a routine of just rolling dice and managing resources.

    Not every group is keen on narrating, but as a DM, you should strive to narrate as much as possible.

    Instead, ensure you’re using descriptive language to convey an enemy’s health, how conditions affect the battle, and more.

    Also, consider these strategies to keep combat engaging, tense, and dynamic:

    • Add New Enemies
    • Allow Bosses to Regain Health
    • Have Players’ Weapons Break
    • Introduce Lair Actions
    • Set a Countdown

    In high-level games, it’s also vital to add a ‘phase two’ to combat. This is a great method to increase and maintain tension.

    If players seem to be gaining the upper hand against a boss, introduce a ‘phase two’ where new enemies join the fray, the main antagonist gains new powers, or the environment shifts dramatically.

    This approach will keep players on their toes and heighten the sense of urgency.

    How To Keep Tension In Roleplay


    Two spy NPCs in DND.
    Spies by Cyprien Rousson

    In roleplay scenarios, maintaining tension revolves around mood, atmosphere, and motivations.

    Incorporating music, appropriate lighting, ambient sounds, and varied character voices can keep the roleplay exciting and make tense situations feel real.

    It’s also vital to outline clear goals and stakes during roleplay to amplify tension.

    For instance, if the party is negotiating for a hostage, ensure that the stakes are clear should the party fail.

    When handling high-level games, avoid setting too many guardrails in roleplay encounters.

    If a player makes a misstep, allow the results to unfold naturally.

    This approach not only makes the game feel authentic but also can build tension as you play, especially if players continue to make errors.

    Ultimately, as a DM of a high-level table, your main goal should be to keep players immersed.

    Maintain consistent roleplay and continually introduce complications to the plot, narrating these developments in engaging ways.

  • Tips for Completing Adventures for Various D&D Party Sizes

    Tips for Completing Adventures for Various D&D Party Sizes

    When diving into a classic homebrew quest or an official Dungeons & Dragons module, you might find that modifications are necessary to cater to your group’s size or experience level. As a Dungeon Master, figuring out where to begin can be a challenge.

    Additionally, when adjusting an adventure, it’s crucial not to overdo it, which could lead to either an overly simplistic or excessively difficult experience. Below are some helpful strategies to help you rebalance your adventures.

    When to Modify an Adventure

    As a DM, you may be asking yourself, when is the right time to tweak an adventure? Many published modules provide recommended party sizes and levels right in their introductions.

    For instance, modules like Curse of Strahd suggest a party of three to five players who advance from levels one to ten.

    If you’re using a prewritten module, make adjustments whenever your party exceeds the suggested size or level. For a homebrew adventure, consider the following before making any changes:

    Adventure Features Details
    Roleplay vs. Combat?

    First, determine whether the adventure leans more towards roleplay or combat. If it focuses on roleplay, adjustments may not be necessary. Conversely, for combat-heavy modules, carefully evaluate all encounters to ensure balance.

    Party Composition

    Consider the classes within your party and how they will engage with the adventure. Some classes shine in specific scenarios—for example, clerics and paladins thrive in Curse of Strahd but struggle in scenarios like Tomb of Annihilation.

    Type of Players

    Lastly, think about whether your table is mainly composed of newcomers or seasoned players. You may wish to maintain a less challenging experience for newer players, while ramping up the challenge for more experienced groups.

    When it comes to balance, the focus should be primarily on combat encounters. While you can make adjustments to roleplay and traps, spend the bulk of your efforts on combat balance.

    How to Modify an Adventure for Party Size

    When adjusting either a prebuilt or homebrew adventure to accommodate party size, keep action economy in mind. This term refers to the number of actions, bonus actions, and reactions your party can perform in a single round of combat.

    Be sure to note which characters possess abilities like multiattack, as they can take multiple actions in one turn.

    For example, if a party consists of four characters, they could collectively manage up to 12 different types of actions in a single round, sometimes before the enemy even has a chance to react.

    This is especially crucial for boss encounters, where the party likely faces a solitary foe.

    Here are several ways to calibrate combat and overall adventure difficulty based on party size:

    Party Size How to Adjust
    Fewer Players Than Expected
    • Remove Legendary Resistances
    • Eliminate Legendary Actions
    • Exclude minor enemies from combat
    • Lower Spell Save DCs
    • Provide Health Potions to the party
    • Reduce Enemy AC
    More Players Than Expected
    • Add more Legendary Resistances
    • Introduce additional Legendary Actions
    • Include more minor enemies in combat
    • Increase Spell Save DCs
    • Add Anti-Heal mechanics
    • Raise Enemy AC

    These are just a few strategies to enhance or diminish the power of enemies based on party size. When your group exceeds the expected count, consider granting enemies extra abilities or actions.

    Conversely, for smaller groups, removing these advantages can create a more balanced action economy.

    How to Modify an Adventure for Party Level

    If your party’s combined level significantly surpasses the expected level for an adventure, you’ll need to take a different approach.

    As before, if the adventure involves mostly roleplay or exploration, adjustments might not be needed.

    Here are a few considerations for tailoring an adventure to your party’s level:

    Adventure Adjustments Details
    Challenge Rating

    When assessing combat encounters, swap out creatures of one challenge rating for another that fits the new level. This is the simplest way to ensure encounters are suitable for higher-level players.

    Available Spells

    Check which spells your party has access to. For instance, resurrection spells can complicate lower-level combat significantly. Ask players to submit their spell lists in advance so you can adjust any necessary encounters and equip enemies with tools like Counterspell.

    Class Features

    Finally, examine your party’s higher-level class features. Some can be excessively powerful against lower-level foes. For example, monks at level 13 can deflect various types of damage, which can be problematic for weaker enemies relying on ranged attacks.

    Ultimately, balancing encounters in 5e isn’t an exact science. Keep an eye on combat difficulty through challenge ratings, fine-tune roleplay encounters according to available spells, and modify NPCs based on action economy.

  • Completing the Birdfolk Species in Humblewood for DND

    Completing the Birdfolk Species in Humblewood for DND

    In the Humblewood setting for Dungeons & Dragons, one of the playable races is the birdfolk. These beings take on various forms inspired by different birds, showcasing a multitude of sizes and colors. They live in both communities and high perches throughout Humblewood, embodying strength and diversity.

    If you’re diving into the Humblewood campaign for the first time, considering a birdfolk character might be a great choice. You may have questions about how these creatures function and which builds work best. Here’s a comprehensive overview of birdfolk in Dungeons & Dragons.

    What Are Birdfolk?

    Birdfolk Dockmaster by Leesha Hannigan

    Humblewood features two main creature groups: the birdfolk and the humblefolk. Birdfolk symbolize the region’s winged inhabitants, resembling everything from crows to doves.

    Beyond their appearances, the birdfolk have established themselves as the dominant political influence in Humblewood and founded their capital in the great tree known as Alderheart.

    They also maintain a governing council that oversees all of Humblewood.

    Here’s a brief overview of the different birdfolk types you can choose from:

    Birdfolk Ability Score Improvement Bird Inspiration Key Feature
    Corvum Intelligence +2 Crows, Ravens Ability to evaluate the value and potential uses of objects, usable once per rest.
    Gallus Wisdom +2 Chickens, Turkeys Proficiency with simple weapons and an additional artisan tool.
    Luma Charisma +2 Doves, Pigeons Ability to reroll any attack, skill check, or saving throw once per long rest.
    Raptor Dexterity +2 Hawks, Eagles Can treat three-quarters cover as half, and half cover as none.
    Strig Strength +2 Owls Advantage on Stealth checks while hiding in forested areas.

    Furthermore, each birdfolk species has two subspecies that provide unique abilities and enhancements to help customize your character build.

    Importantly, none of the base birdfolk species offer a Constitution ability score boost.

    Nonetheless, two birdfolk subspecies do provide Constitution bonuses, such as the Sable Luma and the Stout Strig.

    How Birdfolk Flight Works

    The luma species from the Humblewood campaign setting in DND.
    Luma by Andrea Radeck

    Despite their variations, all birdfolk share one common trait: the ability to glide.

    While other races in Dungeons & Dragons may have standard flight, birdfolk possess a glide ability to maintain balance in gameplay. This glide ability consists of two main aspects:

    1. Slow Fall: When falling, you can use your reaction to glide at a speed of 60 feet per round, landing without taking fall damage.
    2. Flight Speed: If you fall at least 10 feet while gliding, you may fly up to your movement speed, but you cannot gain altitude.

    Note that you cannot glide while carrying heavy weapons, wearing heavy armor, wielding a shield, or if encumbered.

    Which Birdfolk Should You Play?

    The strig species in the Humblewood campaign setting in DND.
    Strig by Christina Kraus

    When selecting a birdfolk race, it’s crucial to consider the class you wish to play.

    Unlike the 2024 Player’s Handbook, the Humblewood setting uses ‘Legacy Content.’

    This means that ability score bonuses are assigned based on species rather than backgrounds. Check with your DM if they plan to include any content from the 2024 PHB or later in their campaign.

    Different birdfolk and their subspecies excel in various areas. Here’s a quick overview of some of the top birdfolk/race-class combinations:

  • Completing the Hollow Warden Ranger Subclass in DND: A Guide to Solving Its Features

    Completing the Hollow Warden Ranger Subclass in DND: A Guide to Solving Its Features

    The Hollow Warden Ranger subclass in Dungeons & Dragons revolves around absorbing the powers of ancient, eerie beings for personal gain. This subclass is ideal for horror-themed campaigns, but you can easily adapt it to fit various adventure styles.

    If you’re new to playing a ranger, you may wonder if this build suits your character. To help, we’ve put together this comprehensive guide. Here’s everything you need to know about the Hollow Warden Ranger and how to create one.

    Overview of the Hollow Warden Ranger Subclass

    The Hollow Warden Ranger is characterized by tapping into ancient, sinister forces. These rangers take on attributes reminiscent of these entities to frighten and confront foes.

    Here’s a breakdown of this subclass, detailing each ability and feature by level.

    This subclass fits well in horror campaigns but is also suitable for players interested in crafting an evil-aligned character.

    Ideal Ability Scores for Hollow Warden Rangers

    For rangers, Wisdom and Dexterity are the key attributes since they impact your spell save DC and weapon attacks. Other stats also merit attention.

    Ability Score

    Details

    Dexterity

    Your weapon attacks rely on Dexterity, so prioritize this as your top stat.

    Wisdom

    Your spell save DC and the effectiveness of your Hungering Might depend on your Wisdom, so make this your second-highest stat.

    Constitution

    Since rangers excel in martial and ranged combat, a good Constitution score is essential.

    Strength

    As rangers can use Strength-based attacks and have proficiency in Strength saving throws, invest a moderate amount in Strength.

    Charisma

    Your ability to persuade or deceive isn’t crucial for a ranger, so keep Charisma as a low stat unless your character concept requires otherwise.

    Intelligence

    Intelligence has minimal impact on a ranger’s skills, so make this your lowest stat.

    Best Species for Hollow Warden Rangers

    certain species work exceptionally well with the Hollow Warden Ranger.

    Species

    Details

    Dragonborn

    Dragonborn synergize well with rangers as their breath weapon and resistances bolster martial prowess.


    Moreover, gaining temporary flight at level five adds to your mobility, enhancing ranged attack options.

    Elf

    Elves possess various innate spellcasting abilities, expanding your ranger spell repertoire.


    Opt for a wood elf to enjoy increased speed and spells like Druidcraft, Longstrider, or Pass Without Trace, which are excellent choices for rangers.

    Harengon

    Harengons, as nimble rabbit-like beings, provide impressive agility and movement during combat.


    You also gain advantage on Initiative rolls, making you a proactive combat participant.

    When selecting a species, remember that the concept for your character should take precedence over optimization. Choose what resonates with you!

    Best Backgrounds for Hollow Warden Rangers

    Finally, several backgrounds work well with Hollow Warden Rangers, though you aren’t limited to the following suggestions.

    Background

    Details

    Guide

    The Guide background is a fantastic fit for any ranger, as it offers ability score boosts to Dexterity, Constitution, and Wisdom, your primary attributes.


    You also gain additional druid spells to expand your magical abilities.

    Hermit

    Hermits are a strong choice for Hollow Warden Rangers, allowing you to effectively enhance your Constitution and Wisdom.


    With the healer feat, your ranger can transition into a more flexible support/martial class hybrid, benefiting your team.

    Sailor

    The Sailor background also proves advantageous with ability score increases in Strength, Dexterity, and Wisdom.


    This background offers the Tavern Brawler feat, which pairs nicely with ranger capabilities, and proficiency with Navigator’s Tools, useful for exploration-focused campaigns.

  • Completing the Reanimator Artificer Subclass in DND: A Guide to Solving

    Completing the Reanimator Artificer Subclass in DND: A Guide to Solving

    The Reanimator artificer subclass in Dungeons & Dragons is inspired by horror themes, making it ideal for characters with dark and eerie concepts. By choosing this subclass, you embody a figure reminiscent of Dr. Frankenstein, pushing the boundaries of nature through necromantic practices.

    This subclass not only embraces a chilling theme but also offers unique gameplay opportunities, making it suitable for various types of adventures in Dungeons & Dragons. Here’s how to create your very own reanimator artificer for your gaming table.

    Reanimator Artificer Overview

    Gnome Artificer Vi via Wizards of the Coast

    The Reanimator artificer specializes in bringing back the dead and utilizing necromancy. In some ways, they act as a support class.

    Here’s an overview of the key abilities for the Reanimator artificer, sorted by level.

    Note that the Reanimator artificer is part of Unearthed Arcana, so be sure to check with your Dungeon Master before choosing this subclass.

    Best Ability Scores For A Reanimator Artificer

    A spellcaster casts Witchbolt on a zombie in Dungeons & Dragons.
    Witchbolt by Helge C. Balzer

    When creating your artificer, Intelligence should be your primary ability score. Here’s a recommended breakdown:

    Ability Score Details
    Intelligence

    Your spell attack modifier and spell save DC depend on Intelligence, so make it your highest stat.

    Dexterity

    Since artificers benefit from tools like Tinker’s and Thieves’ Tools, it’s a good idea to make Dexterity your second-highest stat.

    Constitution

    Place a decent score in Constitution to increase your hit points, as artificers are not particularly fragile.

    Wisdom

    A medium-level Wisdom score can be beneficial for resisting magical effects that could remove you from combat.

    Charisma

    If your character concept calls for it, a decent Charisma score can help, but it’s not essential. You can place a lower score here.

    Strength

    As fighting skills are not crucial for artificers, you can afford to assign your lowest score to Strength.

    Best Species For A Reanimator Artificer

    An artificer with a metallic creation in DND.
    Artificer via Wizards of the Coast

    With ability score improvements tied to backgrounds, there’s a fair amount of flexibility when selecting a species for your artificer.

    Species Details
    Gnome

    Gnomes receive bonuses on Intelligence, Wisdom, and Charisma saving throws. They also have innate spellcasting, making them a natural fit for artificers.

    Aasimar

    Aasimar’s healing abilities complement the Reanimator’s role, and you can enhance your character concept by adding the Necrotic Shroud ability.

    Halfling

    Halflings are also strong candidates due to their Lucky trait and stealth skills, which are beneficial in various situations.

    Consult your DM about using lineages from Van Richten’s Guide to Ravenloft instead of traditional species, as they can add depth to your character in this subclass.

    Best Backgrounds For A Reanimator Artificer

    A player investigates a haunted manor in DND.
    Haunted Manor via Wizards of the Coast

    Similar to species, there is also flexibility with backgrounds for reanimator artificers, but some backgrounds may be more advantageous than others.

    Background Details
    Criminal

    The criminal background is particularly suited to this subclass because of its ability score bonuses in Dexterity, Constitution, and Intelligence, all important for artificers.

    Sage

    The sage background is also beneficial due to its bonuses in Intelligence and Constitution as well as providing additional spells that enhance your abilities early on.

  • Completing Your Character: Top Ways to Customize Spells in DND

    Completing Your Character: Top Ways to Customize Spells in DND

    Just because a Dungeons & Dragons spell outlines certain features, it doesn’t mean those abilities can’t be adjusted for your character. While your DM may set some boundaries on altering a spell’s core effects, there are still plenty of creative avenues to explore when personalizing spells.

    From changing the flavor text of a spell to making subtle adjustments to its effects, you can collaborate with your DM to ensure that spells reflect your character’s unique story. Here’s everything you need to know about customizing spells for your character.

    Which Spells Can Be Customized?


    Customized Spell via Wizards of the Coast

    The 2024 Player’s Handbook and other source materials provide players with a plethora of spells.

    These spells are generally categorized into three main types:

    Spell Category

    Description

    Examples

    Combat

    Spells that deal damage or assist during combat.

    • Fireball
    • Eldritch Blast
    • Ice Knife

    Utility

    Spells that modify the environment or allies, creating opportunities for your group.

    Support

    Spells that heal, restore, or provide benefits to allies.

    • Cure Wounds
    • Lesser Restoration
    • Resurrection

    In principle, any category of spell can be customized. However, combat spells are generally the easiest to personalize due to their visual aspects.

    It’s important to remember that the mentioned spell categories are not official material from Dungeons & Dragons.

    These categories are simply useful guidelines for players to structure their spell options.

    How Spell Customization Works


    A wizard casts Mind Sliver on an enemy in DND.
    Mind Sliver via Wizards of the Coast

    When customizing spells, the focus is typically on changing the spell’s aesthetic effects, often referred to as its flavor. You can also discuss with your Dungeon Master the possibility of tweaking the effects of a spell itself, but such changes are usually considered homebrew for your game.

    Be aware that many Dungeon Masters may not permit homebrewed content. If that’s the case, you’ll need to defer to their decisions regarding customization.

    Whether you’re customizing a spell’s flavor or its mechanics, keep these important guidelines in mind:

    Customization Element

    Details

    Character Concept

    Make sure the spell’s flavor aligns with your character’s concept. For example, if your wizard grew up as a street performer, you could adjust spells to fit that background.

    Cosmetic vs. Effect

    Ensure you and your DM agree on whether you’re making cosmetic changes or altering effects. Miscommunication on this can lead to unwanted complications.

    Spell Mimicry

    Avoid customizing a spell to closely resemble another spell, either in effects or visuals. For instance, don’t alter Eldritch Blast to act or look like Firebolt.

    Customizing Spell Flavor


    A student being punished at Strixhaven in DND.
    Detention via Wizards of the Coast

    Customizing a spell’s flavor is one of the most enjoyable aspects of making your spell unique. You usually have more freedom to make aesthetic changes.

    Most DMs are open to allowing cosmetic changes to spells since these modifications are surface-level.

    If for any reason they aren’t, try describing your spells creatively during play.

    Consider how to adjust spells to fit your character’s concept or a broader theme guiding your magic. Here are some examples of character concepts paired with customized spells:

    Character Concept

    Customized Spell

    Details

    Retired Soldier Cleric

    Spiritual Weapon

    When your cleric casts Spiritual Weapon, the weapon resembles one from a fallen comrade they fought alongside.

    Seafaring Sorcerer

    Magic Missile

    When your sorcerer casts Magic Missile, the projectiles take the shape of hook hands, reflecting their pirate past.

    Scribe Wizard

    Cloud of Daggers

    When your wizard casts Cloud of Daggers, the daggers look like book pages that slash at enemies from all directions.

    Customizing Spell Rules


    A wizard during a rooftop chase in Waterdeep in DND.
    Rooftop Chase via Wizards of the Coast

    Unlike cosmetic changes, adjusting spell rules can be more complex, and many DMs may not permit this. However, if your DM is open to it, you can make slight modifications to a spell’s effects.

    These changes should not disrupt gameplay and should primarily serve to enhance your character’s narrative.

    Here are some examples of minor adjustments to spell rules:

    Character Concept

    Customized Spell

    Details

    Prodigy Bard

    Suggestion

    Your bard is a musical prodigy with natural talent.


    When casting Suggestion, you can impart a touch of that talent to the targets, granting them an advantage on rolls made while under the spell’s influence.

    Stormbound Warlock

    Eldritch Blast

    Your warlock serves a storm deity.


    When casting Eldritch Blast, the beam resembles a lightning strike, creating a thunderous sound nearby.

    Undead Paladin

    Ceremony

    Your paladin was resurrected by a god.


    When casting Ceremony for a Funeral Rite, the target is not only preserved from becoming undead but you also gain insight into their death.

    These examples show how effects can be unique and engaging without breaking the original intent of the spell. They support the player’s character background while remaining functional for gameplay.

    If you’re unsure how to adjust your spell’s effects or appearance, chat with your DM. They might have great suggestions based on your character’s background!

  • Completing Potions in the Obojima Campaign Setting for DND

    Completing Potions in the Obojima Campaign Setting for DND

    In any Dungeons & Dragons campaign, potion brewing is a fascinating gameplay feature, but it becomes particularly interesting in the setting of Obojima: Tales From The Tall Grass. This unique environment includes a variety of mechanics for potion brewing, featuring distinct ingredients, effects, and much more.

    If you’re exploring this setting for the first time, you may be curious about how the potion brewing system works. That’s why we’ve put together this guide—here’s everything you need to know about gathering ingredients, concocting various potions, and more in the Obojima: Tales From The Tall Grass campaign.

    How Potion Types Function

    To effectively brew potions in Obojima, it’s essential to grasp how potion types are categorized. There are three distinct categories of potions you can create:

    Potion Type Description
    Combat

    Combat potions grant enhancements and special abilities beneficial in battles.

    Utility

    Utility potions can be helpful during combat but are primarily beneficial outside of it.

    Whimsy

    Whimsy potions offer unusual effects, delivering playful and quirky results.

    In addition to these potion types, potions vary in rarity, ranging from common to rare, much like the magic item system in Dungeons & Dragons.

    Understanding Ingredients

    Ingredients are the essential components needed to create potions within the Obojima setting. There are 130 known ingredients on the island that can be gathered through foraging.

    Similar to potion rarity, ingredients also come in different rarities.

    Gathering Ingredients

    While some ingredients can be purchased or bartered, most elements require foraging and are scattered across various locations.

    You can find ingredients in two main categories:

    1. The Wild
    2. Abandoned Machinery

    When collecting ingredients, you will need to make a Survival check for wild ingredients, and a Salvage check for those found in machinery.

    Your DM will set a Difficulty Class (DC) based on the rarity of the ingredient and its typical location.

    Before you start foraging, check the Potion Ingredient List in the Obojima campaign sourcebook to identify rarity and common spots.

    Using Almanacs for Ingredients

    Beyond foraging, players should utilize Almanacs.

    Almanacs are volumes that act as guides to the ingredients found in Obojima. There are seven different Almanacs available:

    • Brackwater Wetlands: The Crowsworn
    • Coastal Highlands: League of the Gilded Gourd
    • Gale Fields: Fish Head Coven
    • Gift of Shuritashi: The Tall Hats
    • Land of Hot Water: Patchwork Robe Coven
    • Mount Arbora: Cloud Cap Coven
    • The Shallows: Fish Head Coven

    Players can typically find each of these Almanacs in shops around Obojima or as gifts from significant NPCs.

    Each Almanac corresponds to a specific region and coven on Obojima, making it worthwhile to search for them in those areas.

    You can ask your DM if your character would be aware of ingredient rarities and their locations; in-game, however, consult the Almanacs.

    Testing Ingredients

    The final stage in utilizing ingredients is to test their potency. For this, players must use an Arcane Detection Kit (ADK).

    Using the ADK, players can spend an hour to test up to six substances, after which the DM will inform them of each ingredient’s attributes.

    Players can also consult with witches in Obojima to test ingredients, though this may come with costs or trade requirements.

    Brewing Potions

    Once you’ve gathered and tested your ingredients, it’s time to brew potions. Here’s a straightforward process to follow:

    Step Details
    Identify Ingredient Attributes

    Use your ADK kit to determine the attributes of your ingredients, noting their scores.

    Select Three Ingredients

    Every potion requires three ingredients; choose three for your mix.

    Sum Ingredient Attributes

    Add the attribute scores for each ingredient to determine the type of potion.

    Identify the Recipe

    Refer to the potion list in the Obojima sourcebook to find out which potion you’ve discovered.

    Brew with Muk

    Utilize Muk, a magical substance, to create your potion.

    Determine Ingredient Attributes

    First, you need to identify the attributes of your ingredients, which should be revealed when you check them with your ADK.

    There are three key attributes linked to each ingredient:

    1. Combat
    2. Utility
    3. Whimsy

    These attributes align with the different types of potions. Each ingredient carries a number indicating its score in these categories.

    Picking Your Ingredients

    After determining the attributes, choose any three ingredients to use. This selection will dictate the potion you’ll brew.

    If you aim to make a specific type of potion, simply choose ingredients with higher attribute scores for that type.

    Summing Ingredient Attributes

    With your three chosen ingredients, add their attribute scores for combat, utility, and whimsy, yielding three total values.

    From this tally, take the highest number; this will determine the potion type you’ll create.

    For example, if your total for combat is highest compared to utility and whimsy, you’ll create a combat potion.

    Identify the Recipe

    Now, take the highest attribute score you calculated, consult the potion list, and follow this guideline:

    • The highest ingredient score equals the potion number you’ll brew.

    The potion list will be numbered; thus, match your highest score with the corresponding potion to determine what you will brew.

    If your leading attribute score is, say, 19 for utility, then you’ll brew the 19th potion on the utility potion list.

    Creating Potion with Muk

    With your recipe in hand, combine your ingredients with Muk, a magical element commonly found in Obojima.

    To brew potions, you must also be proficient with alchemy supplies.

    To craft your potion, mix your three ingredients with a specified amount of Muk worth gold based on the potion’s rarity:

    • Common Potion = 15 Gold worth of Muk
    • Uncommon Potion = 75 Gold worth of Muk
    • Rare Potion = 300 Gold worth of Muk

    Once all ingredients and Muk are blended using your alchemy supplies, the potion takes ten minutes to brew.

    Utilizing Potions

    As detailed above, brewing potions can be quite experimental. You will likely need to try various combinations to unveil new potion recipes.

    When using potions in Obojima, keep the following tips and rules in mind:

    Potion Tip Description
    Using Standard Potions

    Each potion has distinct effects and rules, including whether it must be consumed, spilled, or hurled.


    Check each potion’s specific guidelines before utilizing it.

    Using Multiple Potions

    When using several potions, be mindful that effects do not accumulate. The most recently consumed potion overrides prior effects.


    However, some exceptions exist. Certain potions can provide permanent effects, allowing them to stack.

    Potion Sickness & Mishaps

    Be aware that there are risks when taking multiple potions. Players must roll a DC 13 Constitution save if they consume more than one potion in a day or risk illness.


    This DC increases with each additional potion, and if a character becomes sick, DMs may refer to the Potion Mishaps Table in the Obojima sourcebook.

    The Potion Sickness & Mishap table is an optional rule; talk to your DM to see if they plan to enforce it while playing in Obojima.