الوسم: role-playing

  • Should You Complete Wyll’s Contract or Seek Solving in Baldur’s Gate 3?

    Should You Complete Wyll’s Contract or Seek Solving in Baldur’s Gate 3?

    Completing Wyll’s personal storyline in Baldur’s Gate 3 can take up almost the entire game. Each companion has small story threads early on that lead to a big choice in Act 3. Wyll is no different.

    When you reach the outskirts of Baldur’s Gate, Wyll will get a chance to break his pact with Mizora for good. But this choice isn’t free; it’s part of a crucial scene. This guide explains how to trigger that scene, the benefits and drawbacks of each option, and how to get the best result for Wyll and the city.

    Note: This guide contains spoilers for Act 3 and Wyll’s story. Specific quest details are saved for the final section of this guide.

    Updated March 31, 2026:
    This guide now includes the latest updates. It explains how to achieve a win-win situation for Wyll.


    How to Break Wyll’s Contract

    You’ll have a chance to free Wyll from Mizora’s hold early in Act 3. Three conditions must be met:

    1. Talk to Gortash during the Archduke ceremony in Wyrm’s Crossing.
    2. After the ceremony, speak to Duke Ravengard with Wyll in your party. Wyll will mention that something isn’t right with his father. Follow up with him at the camp later.
    3. Enter the lower city of Baldur’s Gate.

    When these three are done, Mizora will visit your camp after your next long rest. Make sure you camp inside Baldur’s Gate so she appears.

    During that conversation, Mizora will say the real Duke Ravengard is being held somewhere you’ll never find. She offers to help if you give her Wyll’s soul forever. This is true whether you freed her earlier or not.

    If you sign her contract, she reveals the Duke’s location, allowing your party to plan a rescue. If you refuse, the Duke will die — at least, that’s what she claims.

    The catch is, Wyll actually has a way to have his cake and eat it too, but only if you choose carefully. Wyll doesn’t make the final decision; you do. There are no checks or dialogue choices that let him decide himself.

    Important:
    You can rescue the Duke without witnessing Mizora’s scene, but doing so will prevent you from choosing to break Wyll’s pact later. If you stumble upon the rescue opportunity early, wait until you’re ready.


    What Happens If You Sign the Contract

    If Wyll signs Mizora’s new pact, she will tell you where Duke Ravengard is located in the “Should You Break Wyll’s Contract” section below. The map will update with this information. Most party members will agree with Wyll’s decision, even Wyll himself, despite his connection to Mizora.

    There are no gameplay penalties for this choice. Wyll’s combat abilities and powers stay the same, and you don’t get any extra rewards. It’s generally not a good option, since you can probably find the location yourself just as easily.


    What Happens If You Break the Contract

    Breaking Mizora’s pact frees Wyll from his deal, but this doesn’t happen until the very end of the game. Mizora will say that Ulder Ravengard’s life is forfeit, but Wyll is free.

    Note: This is a bluff. Duke Ravengard does NOT die immediately. Breaking the contract only makes it harder to rescue him later. You’ll need to track down his location through other clues.

    Most party members will have mixed feelings—some will praise Wyll for standing up to Mizora, others will feel conflicted about losing Ulder Ravengard.

    Despite ending the pact, Wyll retains his powers and can still be used as a Warlock for the rest of your game. The side quest regarding Duke Ravengard’s location will be affected, but that’s the only change.


    Should You Break Wyll’s Contract?

    Yes, since it’s possible to break Mizora’s pact and still rescue Ulder Ravengard in a single playthrough. To do this, look for clues at the docks or in the sewers of the Lower City, often near a “greasy climb-up” point. A spellcaster friend can make finding the location easier.

    For the detailed steps:
    Mizora won’t tell you where the Duke is. Instead, you need to find the Iron Throne — a submerged prison. Head to the east of Baldur’s Gate docks, inside the Flymm Cargo Warehouse (coordinates X: -161, Y: -141), and use the basement hatch.

    Here’s a map for reference:

    • [Map of the Iron Temple submarine location and prison entrance]

    Once there, persuade or fight the owner of the submarine, then use it to reach the Iron Throne prison. Keep in mind that boarding the submarine triggers a timer— the prison is exploding. Everyone has five turns to escape after the door closes.

    Your goal is to save Duke Ravengard. Focus on rescuing him first. Use spells like Misty Step, Freedom of Movement, or Haste to move quickly.

    To free prisoners, interact with the levers near their cells—either up close or from a distance. Most prisoners are not vital, but one important character is Omeluum. He might be behind other prisoners and can teleport himself and one ally directly to the submarine if you reach him quickly.

    Once the Duke is free, lead him to the submarine before the time runs out. He’ll follow, but beware of potential enemies blocking the exits.

    After rescuing him, either leave or attempt to save more prisoners, including Omeluum if possible.

    Once aboard the submarine, you can decide to escape or continue searching for other prisoners. The main priority is Ulder Ravengard to advance Wyll’s story. After rescuing him, speak to the Duke back at camp for storyline progression and possible character interactions. Mizora’s dialogue will also change afterward but won’t affect gameplay much.

    This route is the most fulfilling, leading to the best ending of Wyll’s quest with no long-term downsides. You’ll also see that Wyll is no longer controlled by Mizora, and Duke Ravengard is safe.


    Note: The next section reveals Duke Ravengard’s location and how to finish this part of Wyll’s story. If you want to discover it yourself, stop reading now and try to piece together clues from the hints above.

  • Which Wizard Subclass Should You Choose in Solasta 2’s Completing and Solving?

    Which Wizard Subclass Should You Choose in Solasta 2’s Completing and Solving?

    Managing all the details in Solasta 2 can be overwhelming, especially when considering the long-term effects of your characters’ starting classes. Still, most party compositions work well throughout the game. The key is choosing a good subclass that complements your party’s setup, including spellcasters like the wizard.

    Picking the right subclass means thinking about where you want your character to be several levels down the road. It’s a decision that shouldn’t be made lightly. Here’s what you need to know about the wizard class and its available subclasses.

    Best Stats for the Wizard Class

    Wizards rely heavily on intelligence, so this should be a priority when assigning your stats. Additionally, decent dexterity and constitution help keep your wizard alive, preventing them from being too fragile.

    Beyond stats, your choices related to race and background can help unlock your wizard’s full potential. Consider these options:

    Stat Priority Ideal Range
    Strength Low N/A
    Dexterity Medium 10-12
    Constitution Medium 10-12
    Wisdom Low 8-10
    Intelligence High 12-15
    Charisma High 12-15

    Wizards are powerful spellcasters that depend heavily on intelligence. It’s also important to have solid dexterity and constitution to stay resilient in combat.

    Your race and background are also important. Here are some recommended combinations:

    Best Ancestry Best Backgrounds Best Personality Traits
    (No specific ancestry listed) Academic, Acolyte, Occultist, Philosopher, Spy Ruler, Outlaw, Innocent, Sage

    Bolded options are recommended if you’re aiming to acquire the Magic Initiate feat.


    Choosing a Wizard Subclass

    Once your wizard reaches level three, you can select a subclass to develop specific skills. There are two main options, representing different parts of the wizard’s potential spectrum.

    School of Ruin

    This subclass is all about maximizing damage output. However, it leaves your wizard vulnerable if they get too close to enemies. With the right feats, you can become nearly unstoppable, unleashing high-tier magic that takes down single targets or groups very quickly.

    Court Mage

    This subclass focuses on survivability and balancing your power. It’s a good choice if you want your wizard to support the party more safely. It sacrifices some offensive potential but provides more protection and crowd control, making it ideal for flexible parties where members can hold their own.

    Which Subclass Is Right for You?

    Beginners should consider the Court Mage if they find combat mechanics challenging, as it helps prevent your wizard from being easily wiped out. If your party already has a tank, the School of Ruin can be a powerful choice, especially if you stay close to your tank.

    More experienced players will likely enjoy the School of Ruin, manipulating magic to cause big explosions and chaos in battles, unleashing their full destructive potential.

  • 8 Beginner Tips for Completing and Solving in Lort

    8 Beginner Tips for Completing and Solving in Lort

    The core gameplay of Lort appears straightforward, but once you’re immersed, it can become more challenging, especially if you stumble upon camps that seem too tough to handle. You have a three-day, two-night window to gather as many buffs and weapons as possible before facing the boss. After defeating the boss, you can leave and progress to the next level. Here’s everything you need to know to stay organized and ensure you’re ready before leaving.

    Keep Moving
    Staying mobile is essential in Lort to survive and dodge incoming attacks. Since characters aren’t very fast even when sprinting, mastering jumps, rolls, and dodges is critical. Unlocking special shoes that increase your speed is highly recommended.
    Throughout each stage, you’ll find boost zones—small items that launch you into the air. Use these to reach distant points or escape enemies, especially at night. Each stage features unique boost objects:

    • Stage 1: Sunflowers
    • Stage 2: Lamp Posts
    • Stage 3: Geysers
    • Stage 4: Skull Tornadoes

    Jump onto these boosters and press the roll button (CTRL or controller equivalent) mid-air to extend your jump. You can steer your boost by rolling and using directional controls, allowing precise navigation.

    Prioritize Your Character’s Point of Interest (POI)
    Every camp and significant location on the map carries a floating icon that shows the main attribute it boosts. Focus on these to grow your character’s skills efficiently. While it’s okay to explore other POIs, prioritizing your own type accelerates your progress.
    The attribute colors are:

    • Red for Warriors (melee weapons)
    • Green for Rangers (ranged weapons)
    • Blue for Wizards (magic weapons)

    Visiting your own colored POIs grants a 25% boost to both your abilities and weapon damage, so aim to hit them all when possible, including shrines.

    Choose 3 Skull Shrines
    Skull shrines are scattered across the map. Activating them spawns enemies; defeating these enemies awards coins, and more skulls on a shrine mean tougher enemies and bigger rewards. It’s best to activate only three of these shrines initially, to avoid risking losing coins and resources early on. Focus on defeating enemies to maximize your earnings without going overboard during the early stages.

    Visit Larry’s Store
    Once you have some coins, go to Larry’s Store, run by a gnome. He offers various items that can enhance your strength and speed, but choose wisely—stick to items aligned with your character’s skills. Be cautious of the free items on the back shelf; they might seem tempting but could have hidden costs.

    Say No to Cheap Chests
    Chests that cost only 30 coins can appear enticing. However, they often contain low-value items not worth your coins. Save your coins for rare, larger chests or those offered at Larry’s Store. You can unlock free chests later using Rune Juice collected during gameplay by defeating enemies or grabbing swords off the ground. Jacked Up Powerup Chests cost 30 Rune Juice and are best purchased after stage completion, especially when you need specific weapons; watch out for swords sticking out of these chests, which you can grab for free loot.

    Save a Slot for Keys
    You’ll come across keys while racing around the map. Initially, it might seem best to use them right away on locked chests. However, once you’ve leveled up a bit and completed a few stages, it’s smarter to save these keys. Keep them in your inventory until later stages when tougher enemies appear. Use them to open high-quality, silver-locked chests to find better weapons and gear.

    Activate the Boss at the Last Second
    Don’t rush to finish a stage immediately. You have three days and two nights to farm coins, Rune Juice, free chests, and buffs from shrines and camps. Smash every barrel and box to maximize your loot before moving on.
    When the final one-minute warning hits, it’s advisable to head directly to the boss camp. Once there, activate it by gathering the needed ingredient. The boss will spawn along with minions that will follow you, trying to kill you.

    Post-Boss Ride
    After defeating the boss, don’t linger to fight additional enemies. Look for the bus or follow the icon at the top of your screen and leave quickly. Spending too much time buffing up or collecting loot after the boss could lead to unnecessary death—get out fast. The key is to defeat the boss and then sprint straight to the stage exit to move on to the next level.

  • All New Options in Astarion’s Book of Hungers: Completing and Solving

    All New Options in Astarion’s Book of Hungers: Completing and Solving

    Astarion is one of the most loved vampires in Dungeons & Dragons, especially after capturing the hearts of players in Baldur’s Gate 3. Naturally, he introduces more diverse options for vampire-related gameplay in one of the biggest role-playing games. This includes plenty of new choices for players and NPCs to explore different aspects of vampire lore.

    You can go on adventures featuring Astarion himself, with the “Astarion’s Book of Hungers” offering a wealth of content for your D&D campaigns. Whether you want to include Astarion or just add vampire elements into your game, there are multiple ways to do so, both for player characters and NPCs.


    Vampire Character Backgrounds

    Sometimes, players want to start their story as a vampire, requiring a fitting backstory. These backgrounds help weave a narrative about what happened to your character before or during the campaign. Instead of being bitten during play, these options allow for quick integration of vampire themes into a character’s history.

    Some backgrounds even allow dealing with vampires without turning into one. They are compatible with the 2024 Player’s Handbook, providing all the necessary details to get your vampire story started.

    Background Description
    Carouser Although not exclusively about vampires, this background sets you in a city where you’ve encountered vampires. It emphasizes social interaction, giving skill proficiencies in Deception and Persuasion.
    Vampire Devotee You’ve supplied blood to vampires out of charm or willingness. Something happened that turned you from a blood bag into a survivor. It grants proficiency in Persuasion and Stealth.
    Vampire Survivor You survived a vampire attack but weren’t turned. Now, you’re vigilant against such creatures, possessing the Vampire Hunter feat. Proficiencies include Insight and Religion.

    Dhamphir Traits

    The Dhamphir is a vampire-related race introduced in Astarion’s Book of Hungers, inspired by content from Van Richten’s Guide to Ravenloft. It offers options to build a Dhamphir character, with access to unique racial traits.

    While most content aligns with previous sources, the book provides new features such as:

    • Drain: Heal hit points equal to the piercing damage dealt.
    • Trace of Undeath: Resistance to necrotic damage.
    • Strengthen: Gain a bonus to attack rolls or ability checks for one minute, based on piercing damage inflicted.

    These traits can be chosen during character creation to deepen your vampire-themed character.


    Feats

    Astarion’s Book of Hungers introduces vampire-themed feats, with options suitable for character development, whether you’re embracing vampiric powers or fighting against them. There are 16 feats in total, including three epic boons for high-level characters.

    These feats, chosen at character creation based on your background, help further customize your vampire or vampire hunter. Some notable options include:

    • Vampiric Bite & Spider Climb: Existing abilities from other sources.
    • Drain: Heal for damage dealt.
    • Trace of Undeath: Resistance to necrotic damage.
    • Strengthen: Boost attack or check rolls temporarily.
    • Love Bites: Charm a creature after melee damage.
    • Putrefy: Poison a creature with necrotic damage.
    • Rebuke: Cause prone condition with radiant damage.
    • Vampire Touched: Always prepared to cast Spider Climb and another spell.
    • Treacherous Allure: Always have Charm Person prepared, with advantage against charmed creatures.

    Epic Boon Feats

    For high-level characters, there are epic boons that can make you the ultimate vampire or vampire hunter, granted at level 19. These special boons include:

    • Boon of Blazing Dawn: Immunity to radiant damage, with radiant weapon damage and light emission.
    • Boon of Looming Shadows: Bonus dodge action and increased weapon reach.
    • Boon of Misty Step: Survive fatal hits by dropping to one hit point and casting Gaseous Form on yourself.

    These powerful options let characters fully embrace or combat their vampiric nature.

  • 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.
  • 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.

  • Completing Drest or Iona: Solving Choices in Tainted Grail

    Completing Drest or Iona: Solving Choices in Tainted Grail

    Most druids faced a tragic fate during the Charred Conclave in Tainted Grail: The Fall of Avalon, yet their sacred sites remain scattered across the land, now largely forgotten and surrounded by speculation and mystery. Despite the ongoing prejudice against them, interest in druids persists.

    One curious individual is Jann Heber. Trapped at Horns of the South Keep, he feels powerless to explore his fascination with druidic philosophy, especially given the potential danger it poses. His initial inquiry seemed straightforward, but it soon becomes clear that something sinister lurks at the Ancient Cromlech that must not be ignored.

    Unlocking the Black Tar Prophecies Side Quest

    To start Jann Heber’s side quest, called Black Tar Prophecies, you must first complete his initial quest, The Lenses and Eye of the Sage. Speak to Jann in his quarters near Fearghas’ workshop. After exhausting his dialogue options, you can inquire about druidic rituals to kick off the first quest. To locate the Ancient Cromlech, begin at Horns of the South Keep and travel far north, passing by the Hunter’s Camp and the Forgotten Cemetery.

    If you talk to Margh at the Hunter’s Camp, you can unlock another side quest, Dead As Dreams, set at the Forgotten Cemetery, which offers valuable rewards.

    After reaching the Abandoned Stronghold, proceed east along the road, then take the first path north and cross the bridge near Broc, another NPC with a side quest. Continue east past the All-Mother’s Shrine to find the Ancient Cromlech. Once there, go to the center to trigger the ritual. After witnessing the event and finishing all dialogue, return to Jann in Horns of the South Keep.

    Completing Black Tar Prophecies

    Player character speaks with Drest about seeking his assistance in Tainted Grail: The Fall Of Avalon.

    Next, find and speak with Drest, located by the beach directly below Horns of the South Keep. Access it by heading southeast from The Village fast travel point or taking a longer route from The Peninsula fast travel point, both of which offer loot opportunities.

    Drest is also integral to two additional quests: the side quest Age of Excuses from Berach and a minor one from Keeper Dan. You can initiate all three quests in one visit if you approach him first.

    You can convince Drest to assist you without cost by discussing the Red Priest. Alternatively, you can offer him food, like Pork or Cabbage Rolls, to gain his help. Regardless of your choice, Drest will ultimately agree and ask you to meet him at the Ancient Cromlech. Head back there using the nearby fast travel point, and as you approach the central shrine, you’ll trigger a cutscene that leads to two potential outcomes.

    Choosing to Attack Iona or Side with Drest

    Player character engages in battle against Iona with Drest in Tainted Grail: The Fall of Avalon.

    You can choose to tackle Iona directly, or, through dialogue, align yourself with Drest to initiate a conflict with her. Iona bears the same stats and attacks as a standard dryad enemy and will drop a Dried Resin upon defeat.

    After the skirmish, you can ask Drest about Iona, at which point he will request some solitude before making his way home, becoming available for future quests.

    You might need to spend some time resting at a campfire before Drest returns to his home along the beach.

    Aligning with Iona

    Player character converses with Iona after Drest has been defeated in Tainted Grail: The Fall of Avalon.

    If you opt to cleanse the Ancient Cromlech, Iona will propose a method to repair the ritual, which will involve sacrificing Drest.

    Keep in mind that if Drest is killed here before completing side quests like Age of Excuses, you may miss out on finishing them, as his assistance is crucial for positive outcomes.

    Agreeing to this will result in Drest’s death, allowing you to loot his corpse for the Druid’s Talisman, which reduces overall Mana Cost by five percent. Afterward, you can discuss the event with Iona.

    Regardless of whom you support, you can return to Jann Heber at Horns of the South Keep to share your experience, completing the quest and earning 1000 EXP, along with an additional bonus of about 500 EXP.

  • 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 Art of Solving Tiefling Names in DND

    Completing the Art of Solving Tiefling Names in DND

    Coming up with the ideal name for your Dungeons & Dragons character can be quite a task. This name will accompany you throughout your adventures, sometimes lasting for years, so it’s understandable that you want it to be really good. Furthermore, coming up with names for fantasy races can be an even greater challenge.

    Tieflings, in particular, pose a unique challenge when it comes to naming. Their naming conventions are quite distinctive within the world of Dungeons & Dragons. However, there are some helpful tips you can use to create your own tiefling names. Here’s a guide to help you select an excellent name for your tiefling character.

    Understanding Tiefling Names


    Tieflings by Clint Cearley

    Tiefling names generally fit into two primary categories.

    1. Infernal Names
    2. Virtue Names

    Some tieflings may have originated from human, elvish, or other races within the Dungeons & Dragons universe.

    In such cases, you might want to choose a name that reflects that specific culture or race, rather than an infernal or virtue name.

    Infernal Names


    Dungeons & Dragons image showing a Sorcerer.
    A Dazzling Mage by Evyn Fong.

    This naming style is the most typical for tieflings. Due to their demonic lineage, tiefling names often draw inspiration from demons or devils found in the D&D universe and elsewhere.

    Keep in mind that while tieflings may have infernal roots, this does not dictate that your tiefling character must be evil or untrustworthy. A character’s background does not define their personality.

    Typically, these names feature a heavy use of consonants and often contain apostrophes. But they aren’t solely linked to demonic origins; some names can actually sound more heavenly.

    Examples of Infernal Names

    Here are a few examples of names that would suit an infernal tiefling.

    Virtue Names


    Dungeons & Dragons image showing a tiefling bard.
    Bard by Evyn Fong

    Additionally, due to their often tumultuous upbringing, some tieflings choose names based on moral principles or ideals that resonate with them.

    These chosen names reflect virtues or concepts that tieflings admire and should more strongly convey their character’s persona than anything else.

    Examples of Virtue Names

    Here are some examples of virtue names suitable for tieflings.

    Because virtue names are derived from actual principles, these can apply to any gender for tieflings and are usually non-binary.

  • Completing Supernatural Gifts in DND: A Guide to Solving Mysteries

    Completing Supernatural Gifts in DND: A Guide to Solving Mysteries

    Offering rewards that truly resonate with your players is one of the trickiest parts of managing a long-term Dungeons & Dragons campaign. Eventually, simply handing out random gold or treasure becomes uninspiring and can’t hold the same value it once did.

    That’s where supernatural gifts come into play. These mystical rewards can be especially meaningful for both individual players and the entire party. They add excitement and depth to your game, keeping players invested in their quests. Here’s how to incorporate supernatural gifts into your Dungeons & Dragons campaign.

    What Are Supernatural Gifts?

    Simply put, supernatural gifts are magical rewards granted by powerful mystical forces.

    These gifts generally fall into two main categories, although you’re free to create your own variations:

    1. Blessings – These are usually bestowed by divine entities.
    2. Charms – These tend to come from non-divine magical beings or mythological figures.

    In general, supernatural gifts don’t require attunement or concentration to activate, unless specified otherwise in the rules.

    Examples of Supernatural Gifts

    The 2024 Dungeon Master’s Guide presents various examples of blessings and charms. Below are a few notable ones, along with some unique additions not mentioned in the official guide.

    Supernatural Gift

    Type

    Source

    Details

    Blessing of Health

    Blessing

    2024 DM’s Guide

    Your Constitution score gets boosted by 2, with a maximum increase to 22.

    Blessing of Wound Closure

    Blessing

    2024 DM’s Guide

    This grants effects similar to a Periapt of Wound Closure.

    Charm of Feather Falling

    Charm

    2024 DM’s Guide

    This provides effects synonymous with a Ring of Feather Falling, lasting for ten days.

    Blessing of Intellect

    Blessing

    Homebrew

    Increases your Intelligence score by 2, capping at 22.

    Charm of Truesight

    Charm

    Homebrew

    For three days, you can use Truesight for one hour, requiring a short or long rest afterward.

    How to Use Supernatural Gifts

    If you want to enrich your players’ experiences, consider incorporating supernatural gifts into your game.

    You might also want to grant these gifts before a particularly challenging quest to bolster the party as they face tough opponents.

    When a supernatural gift replicates a spell’s effects, remember that all standard rules for that spell apply, including concentration, duration, range, and casting time.

    Although blessings and charms have similar functions, there are important differences to consider when using them in your campaign.

    Supernatural Gift

    Bestowed By

    Effects

    Details

    Blessing

    • Patrons
    • Deities
    • Divine Powers

    Generally, blessings replicate the effects of powerful magical items or enhance attributes.

    Utilize blessings when divine spellcasters accomplish tasks for their patron or deity.


    Alternatively, you could apply blessings before a perilous quest where a deity might empower a player with extraordinary abilities.

    Charm

    • Mythical Creatures
    • Ancient Artifacts
    • Magical Locations

    Charms usually imitate potion or spell effects and other subtle magical properties.

    Charms come into play when players connect with powerful magical NPCs, stumble upon arcane treasures, or interact with legendary creatures.


    In most scenarios, charms are transient, unlike blessings, which tend to be permanent.

    With rare exceptions, players should not enjoy the benefits of multiple charms or blessings simultaneously, and stacking these effects is never permitted.

    How to Create Your Own Supernatural Gifts

    If you’re interested in homebrewing supernatural gifts, following a few straightforward steps can help you craft meaningful blessings and charms for your players.

    1. Charm or Blessing? – Decide whether the supernatural gift will be a charm or a blessing, typically based on the source bestowing it.
    2. Effects – Define the effects of the gift. Does it mimic a spell or potion, or does it enhance a stat?
    3. Restrictions – Determine if the gift has limitations, such as a time frame or number of uses. Generally, charms are temporary, whereas blessings tend to be more lasting.

    If you’re uncertain about what effects to implement, check the Magic Items list in the 2024 Dungeon Master’s Guide, or look up potions and other magical influences for inspiration.

  • Mastering Spell Preparation in DND: A How-To Guide

    Mastering Spell Preparation in DND: A How-To Guide

    Magic and spellcasters are key components of Dungeons & Dragons. Out of the thirteen available classes in D&D, nine can naturally cast spells, while the remaining four can access subclasses that provide a hint of magical ability.

    However, the way various spellcasters access their magic differs greatly. Some spellcasters acquire new spells as they journey, while others decide on a set of spells to prepare each day. This can be confusing for those new to spellcasting, so we’ll break down everything you need to know about spell preparation in the fifth edition of D&D!

    Last updated February 16, 2025, by Jack Filsinger: With the debut of the 2024 Player’s Handbook, there have been some adjustments to the rules regarding how many spells you can prepare in 5e. This update includes fresh guidelines for spell preparation and tables detailing how preparing spells operates across different classes and levels.

    What Is Spell Preparation?

    Mordenkainen by Helge C. Balzer

    Preparing spells in D&D involves selecting which spells you can cast from your class’s spell list. This means you can use any spell from that list, instead of being restricted to only the few you know.

    Even when prepared, spellcasters still need to have available spell slots to cast their chosen spells.

    While there’s more flexibility with spell preparation, a character must choose which spells to cast from their list at the beginning of each day and get them ready.

    This adaptability allows players to prepare spells that will be beneficial for any upcoming challenges, enabling them to respond effectively to diverse situations.

    Which Classes Can Prepare Spells?

    A scholarly wizard casts a spell in Dungeons & Dragons.
    A Scholarly Magic-User by Billy Christian

    While various classes can cast spells, not all of them have the ability to prepare spells each day. Below is a list of classes that can prepare spells daily, along with how many spells they can prepare.

    Class Change Prepared Spells Number Of Spells
    Cleric After completing a long rest Any
    Druid After completing a long rest Any
    Paladin After completing a long rest One
    Ranger After completing a long rest One
    Wizard After completing a long rest Any

    Unlike clerics, druids, and paladins, while wizards can also prepare spells, their available spells come from their spellbooks instead of their class list.

    How Do Bards, Sorcerers, and Warlocks Prepare Spells?

    A magic user conjures a magical skull using necromantic spells in Dungeons & Dragons.
    Necromancy by Javier Charro

    Unlike the other classes mentioned, bards, sorcerers, and warlocks do not select new spells at the start of each day. Instead, they prepare spells as follows:

    Class Change Prepared Spells Number Of Spells
    Bard When you level up One
    Sorcerer When you level up One
    Warlock When you level up One

    This means these classes are somewhat less flexible with their spells, but they can still replace a spell they don’t use often with a different one whenever they level up.

    How Many Spells Can You Prepare?

    A woman in a colorful outfit casts a spell using a wand in Dungeons & Dragons.
    A Human Sorcerer via Wizards of the Coast

    The number of spells a character can prepare depends on the rulebook your group is using. Rules vary between the 2024 Player’s Handbook and the one from 2014.

    How Many Spells Can You Prepare In The 2024 PHB?

    In the 2024 Player’s Handbook, the spells a player can prepare is based on their character’s level. For instance, here’s how many spells a druid can prepare based on their level:

    Druid Spells Prepared
    Level Cantrips Prepared Spells Spell Slots
    1 2 4
    2 2 5
    3 2 6
    • Four First-Level
    • Two Second-Level
    4 3 7
    • Four First-Level
    • Three Second-Level
    5 3 9
    • Four First-Level
    • Three Second-Level
    • Two Third-Level

    All spellcasting classes include a table to show how many spells they can prepare in their class descriptions. Check the 2024 Player’s Handbook for more class-specific details.

    How Many Spells Can You Prepare In The 2014 PHB?

    The cover art of the 2014 Player's Handbook, featuring a warrior fighting a fearsome monster.
    2014 Player’s Handbook Cover Art by Tyler Jacobson

    In the 2014 Player’s Handbook, the number of spells a character can prepare is determined by the class’s spellcasting ability modifier plus their character level (sometimes rounded down).

    Additionally, preparing spells requires one minute of meditation per spell level for each new spell prepared.

    Class Number Of Spells Prepared
    Cleric Wisdom modifier + cleric level.
    Druid Wisdom modifier + druid level.
    Paladin Charisma modifier + half of paladin level, rounded down.
    Wizard Intelligence modifier + wizard level.

    In the 2014 Player’s Handbook, Rangers do not prepare spells daily; they instead have a set list of known spells.

    For other classes that can cast spells, including subclasses like the Eldritch Knight fighter or the Arcane Trickster rogue, spells are just known rather than prepared.

    All other classes have a limited number of spells they know, which changes based on their level, as detailed in each class description. This is similar to the rules in the 2024 Player’s Handbook, but be sure to check each class’s specific rules.

    The same rules from the 2024 Player’s Handbook regarding swapping out spells when leveling up apply to bards, sorcerers, warlocks, and rangers.

    How Do Spell Slots Affect Prepared Spells?

    Tasha brews a potion over a cauldron in Dungeons & Dragons.
    Tasha by Linda Lithen

    When preparing spells, there’s no obligation for a specific number of prepared spells to be of the same level. For instance, a level five Druid can have any combination of first-level, second-level, or third-level spells.

    A character could choose to prepare only first-level spells if they desire. The selection is entirely up to the player.

    Even though a character can prepare any number of spells at any level, it’s crucial to keep track of available spell slots.

    While higher-level spells may be stronger, only preparing high-level spells means a character may not utilize their lower-level spell slots adequately.

    Can You Cast Spells That Aren’t Prepared?

    Evard casts Evard's Black Tentacles in Dungeons & Dragons.
    Evard’s Black Tentacles by Craig J Spearing

    While the rules governing spell preparation are followed in most games, there are exceptions to these norms. There are several methods to bypass these rules.

    Exception Details
    Always-Prepared Spells

    Some class features might allow spells to be always prepared.


    If so, it does not count against your total prepared spells.

    Cantrips

    Cantrips are always prepared and do not need slots or preparation.

    Special Abilities

    Certain races or classes grant abilities that let them cast spells at will.


    Generally, you don’t need to have the spell prepared unless specified.

    Magic Items

    Magic items that let you cast spells typically don’t require preparation or spell slots.


    This also applies to spell scrolls unless stated otherwise.

    If you are uncertain whether an ability or item counts against your prepared spells, check its description or consult your DM.