Tumblr media Tumblr media
The College of the Paintbrush - 5e Homebrew Bard Subclass by Nines
I live in paint (the t is silent)
Almost, but not quite, a pet subclass for the Bard. Paint Creatures act more like delayed spells, though; you can choose to either detonate them instantly, or have them stick onto another creature to play around with positioning.
62 notes · View notes
thedicepaladin · 20 hours ago
My players in the Discord server when I, the DM, start rolling virtual dice when planning/prepping encounters:
Tumblr media
62 notes · View notes
house-ad · 6 months ago
Tumblr media
428K notes · View notes
vivimortuos · a day ago
Tumblr media
The way a man gets before he shoots his load... (golden kamuy pose because I'm a sucker for this show)
Patreon Tip Jar!
29 notes · View notes
goblinwitchhut · a day ago
Food magic has always been my absolute favorite thing, it resonates with me. So when trying to design my first heist, or at least my first dedication stealth mission, I had to go with it. Be warned, I was too tired to stop myself from making constant puns.
Funnily enough, I also can't wait to see this episode. I just hope this makes sense. I'm a night shift sorta gal, and my neighbors had family over for a full week. So like, 5 kids in a 2 bedroom apartment, I think they had a hotel but they were there most of the day and the kids stayed over. All hyped up on holidays fun. Found out my landlord doesn't care about noise complaints if it's at a "reasonable hour," and I already knew he doesn't act on noise complaints if it's a kid. Even if they're outside my window at 3AM. I think I got like 6 hours sleep. over the week? So I've been plinking away like this while only technically conscious. Can't wait for a few days from now, when I've rested enough to see this myself XD
21 notes · View notes
dreadful-5e · 2 days ago
How To 5e: Basic Character Creation
You've got a group. A few friends. Someone has said "I'll run a campaign, starting at 1st level." So, how the heck do you create a character?
Posts like this go up a week earlier on my Patreon for patrons!
For legal reasons, I'm not going to point to any illicit sources of material. However, the System Reference Document is freely available here, and that- and a character sheet- are all you need to create a character!
Every character has the following: a race, a class, six ability scores, and a background. Technically, every character also has an alignment, but we'll get into why that often doesn't matter later.
Race & Choosing a Race
Your race is your species; you can find a handful in the SRD. One note to make is that a lot of DMs will allow you to substitute your racial ability score bumps for either +2 to any and +1 to any other or +1 to three different scores- in fact, official published content is moving away from races giving inherent ability score bonuses, because of the inherent problem in the bioessentialist idea of some races being inherently more intelligent or charismatic etc than another. By and large, most races give you one or two supernatural abilities- pick your race based on which of those you want.
I do recommend the Ancestry and Culture supplement from Arcanist Press as a replacement for race, but that's a whole tangent that's irrelevant if you're just wanting to create your first character.
Class & Choosing a Class
Your class is your profession: each class has its own set of skills and talents, its own capabilities. They inform most of what you get to do. There are thirteen published classes in official WoTC content, though only twelve are in the SRD. I'll summarize each below, then talk about good and bad choices for beginners.
Artificer: A mechanical partial spellcaster who can make magic items and use tools effectively. Intelligence-based. Their defining ability is Artificer Infusions. Barbarian: A primal frontliner who is incredibly durable. Strength and Constitution-based. Their defining ability is Rage. Bard: A musical full spellcaster who can support their party and do messed up magic at the same time. Charisma-based. Their defining ability is Bardic Inspiration. Cleric: A devout full spellcaster who can support their party and- often- do messed up magic at the same time. Wisdom-based. Their defining ability is Channel Divinity. Druid: A primal full spellcaster who can turn into animals and provide both damage and support. Wisdom-based. Their defining ability is Wild Shape. Fighter: A diverse, flexible...well, fighter. Dexterity or Strength-based. Their defining ability is Action Surge. Monk: A stereotypical Eastern martial artist who provides high damage. Dexterity and Wisdom-based. Their defining ability is Martial Arts. Paladin: A devout partial spellcaster who can frontline, provide support, and deal damage. Strength and Charisma-based. Their defining ability is Divine Smite. Ranger: A primal partial spellcaster who can provide support, explore well, and deal damage. Strength or Dexterity and Wisdom-based. Their defining ability is Favored Enemy. Rogue: A...rogue, usually archetyped as a thief, who can provide skill mastery and some of the heaviest damage in 5e. Their defining ability is Sneak Attack. Sorcerer: A spell-slinging full spellcaster, with a small spell selection but a lot of versatility in their use. Charisma-based. Their defining ability is Font of Magic. Wizard: A spell-slinging full spellcaster, with the largest spell selection in the game. Intelligence-based. Their defining ability is Spellcasting.
The easiest characters for new players to play, in each niche, are sorcerers for full casters, barbarians for martials, and paladins for supportive roles.
Sorcerers have only a handful of spells to juggle, a handful of spells to choose from, and only one real complex feature- Metamagic- which is really easy to use if you can grasp that each metamagic option you choose is just a spell mod.
Barbarians are hard to kill, simple to play in combat, and more require remembering which features you have than tracking uses of limited features.
Paladins are more complex than the other two, but provide a little bit of everything to the new player or group- their magic is mostly healing, and while you have to track a handful of limited uses, they can be really flexible into whatever your group needs without really needing to build them in a special way.
This isn't saying never pick another class. Every class can provide enjoyment to every skill level with the game. If your goal is mostly to learn the game, though, sorcerers, barbarians, and paladins provide three fairly different experiences that are relatively simple to pilot on a base level.
Note: you will need to pick a subclass- a specialization- at some point in the game. I'd advise looking at each subclass for your class, and picking the one you can understand best- each one has its nuances; complexity can vary in each one to each person depending on how you think.
Background & Choosing a Background
Backgrounds are incredibly flexible- they are chosen, usually from a list like the one in the Player's Handbook, to describe what your character did before the campaign and the party. Each background grants you two skills and some combination of tools and languages, as well as one flavor feature and a bit of equipment.
Ability Scores
The six ability scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each of them is useful for different things- I'll describe them briefly.
Strength: Raw physical strength. Used for melee attacks and some skills. Dexterity: Finesse, maneuverability, hand-eye coordination. Used for finesse attacks, ranged attacks, initiative, some peoples' armor classes, and some skills. Constitution: Physical health. Used for hit points. Intelligence: Book smarts. Used for some spellcasters and some skills. Wisdom: Street smarts and common sense. Used for some spellcasters and some skills. Charisma: Force of personality and interpersonal smarts. Used for some spellcasters and some skills.
No matter your character, having a high Constitution or Dexterity never hurts, but you should prioritize your class's primary abilities first- a lot of features are calculated based on them, for example, the spell save DC of a wizard is based on their Intelligence modifier.
For generating ability scores, most DMs suggest roll 4d6 drop the lowest- a method of generating scores where you roll 4 six-sided dice, drop the lowest die, and write that down six times, then assign them to your individual scores. I suggest the standard array for beginners- 15 14 13 12 10 8- because it keeps you guaranteed an above-average set of scores, rather than high risk for high potential reward. Low ability scores in 5e can be bothersome for an entire campaign- having better balance is a good idea, especially for someone just trying to find their footing.
Each ability score has two parts- the score and the modifier. When someone asks you to roll a Strength check, you add your modifier, unless otherwise specified. The modifier for an ability score is the score, minus 10, halved (rounding down). The higher a modifier is, the better.
Writing Stuff Down
Now that you've chosen all your stuff, it's time to put it on a character sheet. You can download the official ones from here, but there are a thousand iterations on the internet out there. Write down everything you've chosen in their spots, then there are four major pieces left to add.
One: proficiencies. Whatever your sheet, there should be a list of skills and saving throws with bubbles next to them. Your class, background, and some races will offer some proficiencies- bubble in their bubbles. You add your proficiency bonus, along with the relevant ability modifier, to them. Your class table will tell you what your proficiency is at your level. You will have other proficiencies, including languages- usually, there's another small box for those. Write them down.
Two: features. Write down your features on your sheet in the box for them- knowing their names makes it easier to look them up. If you can somehow fit small summaries, more power to you! It's also a good idea to write how many uses a day you get out of a feature, if it has limited uses.
Three: equipment. This one can be difficult, so if you do have a more experienced friend, it's good to ask them for help. Look at what your class provides as equipment options, see what works with the features you have, and pick from there. You also get a handful of flavor equipment from your backstory.
Four: AC, HP, and initiative. Your AC is either 10 + your Dexterity modifier, or however an Unarmored Defense feature or armor you've taken tells you to calculate it. Your HP calculation will be listed in your class, and your initiative is your Dexterity modifier.
Finishing Touches
After all that, you're mostly done! You need to pick a name for your character, and flesh them out- remember, it's important that your character has a reason to stay with the party, to be a good member of the group. If you don't have a reason to be a part of the group, that will create unneeded tension that can tear apart groups.
Alignment is one more step that some DMs want- it has two components, between evil/neutral/good and lawful/neutral/chaotic. It, however, has maybe three possible game consequences in every 5e book I can think of, and I've read all of them cover to cover- two of them are the highest tier of magic item, and one is a one-off mention of changing alignment. There is no way in published official content to check someone else's alignment, and basically every character can be argued to be diametrically opposed alignments- a big example being my sibling's character Zenith, who fits both Chaotic Good and Lawful Evil if you rules-lawyer strongly enough.
...and that should be everything you need to build a 1st level character in 5th edition!
25 notes · View notes
pathesis · 3 months ago
Tumblr media Tumblr media
8K notes · View notes
unnerd · 4 months ago
Places you should add to your little town/city in your fantasy world!!
Post offices. Wild, I know. But give me the unhinged kind. Pingeons and little postal dragons all over the place. You enter. The most disgusting smell fucking assaults your nostrils. You know what it is. Letter in hand, you go up to the counter. The postal worker is just a slightly bigger pigeon. You shed a tear.
PLAYGROUNDS!! Create the most dangerous kinds of playgrounds, the ones suburban moms would TRIP if they ever saw one. Monkey bars that are way too tall, swings that go full circle... The metal slide stays the same, it's already painful enough.
PARKS!! MAKE IT ALIVE!! Show people going on walks, reading beneath trees. C'mon most of them are already hundred years old (And are going to die after that CR 15 creature wrecks the town) anyways!! Show couples and picnics, show a family enjoying the sunday, give me someone picking flowers for their loved ones.
A bakery! Do you know how much these places are underrated? And do you know how much plot potential they have? Every good story starts with food poisoning or granny's recipe! Give me a place your players/readers are going to treat like home and, for once, it's not a tavern or a guild.
Government buildings! Give me a town hall that has a kilometric line in front of it. Give me a registry that is as old as this town. Give me police stations! Give me courtrooms! Make one of your players get arrested and now all of the party has to go through burocracy like a bunch of normal people!
(Who am I kidding? You don't need to make them get arrested. They are going to do that for you.)
Touristic attractions! Give me a full-on statue of the country's leader! Give me museums! Give me streets, ruins and whatnot that attract thousands of tourists everyday! Give me an annoying city guide that tries to get the party's attention everytime!
Magazine stands! Magazines don't exist? Newspaper stands! From the Queen's Journal to the most questionable new piece of Fox's Tailtracker, you have it all! Make your players doubt what's actually happening, sprinkle a little fake news... Or is it fake at all?
...Toy stores. OK HEAR ME OUT. Make magic toys; miniature skyships that actually fly, metal toy dragons that expel fire, little wands that make little light spells, wooden creatures that can move and make noises... Make children happy! And your players too because they will waste their money on these stuff.
Instrument store!! Make your bards happy with special instruments or just weird ones! Give me a battle in one of those that is just filled with funny noises and the worst battle soundtrack ever!!
Not exactly a place but... Cleaning carts!!! Show me people cleaning the streets, picking up the trash, cutting trees!! Make the town look clean!! Give me an old man that is really proud of his work!!!
(or ways to make your players feel even worse when the villain destroys the town later on :) )
5K notes · View notes
monsterfactoryfanfic · 9 months ago
Hey if you’re into TTRPGs at all, or really wanna help trans youth in Texas, I highly recommend checking out this bundle on itchio! You can get nearly 500 games, tools, and supplements, a nearly $3000 value, for FIVE DOLLARS! Please consider donating to a great cause and getting a ridiculous amount of games!!!!!
Tumblr media
14K notes · View notes
lianuim · 12 days ago
Getting into D&D be like:
Tumblr media Tumblr media Tumblr media
3K notes · View notes
sirobvious · 2 months ago
The state of TTRPGs if it was video games
“Oh I wanna play a Half-life video game; instead of playing Half-life 1, Blue Shift, Opposing Force, Half-life 2, Episode 1, Episode 2, Portal, Portal 2, E:0, or E:02, I’ll just download 10,000 mods for Skyrim until all the draugr are replaced with Combine soldiers.”
2K notes · View notes
dicedragonjo · 14 days ago
Tumblr media Tumblr media Tumblr media Tumblr media
Every leaf speaks bliss to me Fluttering from the autumn tree.
Polished, unpainted, inedible.
You can find these on my Etsy and even pick your own paint color!
2K notes · View notes
lonemapper · 6 months ago
Tumblr media
Dead Titan Pass - Battlemap - 32х44
Download the full resolution image of this map at my Patreon, as well as alternate overcast, sunny, night, rain, autumn and winter variations!
4K notes · View notes
thedicepaladin · a day ago
NPCs when you fail a Charisma check:
Tumblr media
49 notes · View notes
noandpickles · 6 months ago
Tumblr media
dnd is a good game
3K notes · View notes
dwoodledip · a month ago
Tumblr media
Can’t believe Dragonlance has me creating a wizard 😩
710 notes · View notes
dailyadventureprompts · 25 days ago
Tumblr media
DM Tip: The Trouble With Treasure/ An Alternate Wealth System
If you’re a player or dungeonmaster who’s at all interested in game design you might’ve noticed D&D’s treasure and economy systems suck. You also might have noticed even if you’re not interested in game design, because the longer you play d&d the more it becomes glaringly obvious that the game doesn’t actually HAVE a treasure and economy system despite pretending otherwise.  This is a major problem given that seeking riches is one of the default adventuring motivations, and largely stems from the fact that back in ye-olden days gold was directly related to experience points, so wealth accrued exponentially in line with the increasing cost of levelling up. This is why magic items cost to damn much despite being not only a staple of the genre but absolutely necessary to the long-term viability of certain classes (as I discuss here in my post about gear as class features).  
After being cut lose however, nothing was really DONE with gold in d&d from a gameplay perspective: Treasure generation largely fell to dm discretion or random tables, and the useful things a party could buy steadily shrunk to the point where characters could be stuck with their starting equipment for an entire campaign.  “Too much gold and nothing to spend it on” became one of the major criticisms of d&d 5e, but only touched on the problem that without something worthwhile to spend treasure on the party has less and less reason to venture into the dangerous unknown, take dodgy contracts, or perform any of a half dozen other plot beats that make up traditional adventuring.
 The system likewise breaks down once you pass a certain threshold of wealth, or once you try to model larger economic activities: divvying up a lockbox full of dungeon plunder to reequip your heroes before launching out on the next mission works great for the first couple of levels, but completely falls apart when you're dealing common enough story tropes such as running a business, transporting cargo as merchants, or caring for the estates around a castle.
What I propose is splitting d&d’s economy into two halves: Wealth, which represents the piles of GP and other coins the party carries with them, and Resources, more abstract points which chart how plugged in the party is to local systems of production, trade, and patronage.
If you’d like an explanation of how these systems work, and how they can improve your game like they improved mine, I’ll explain both of these mechanics in detail below the cut, as well as subsystems that let your party open businesses, operate estates, build castles, and make a living as merchants.
Wealth:  I wanted to limit the amount of money my players kept with them without instituting an encumbrance system that might drag things down. Instead I wanted to rely on a more “common sense” method of tracking wealth, and get them thinking about their stores of gold as a physical object rather than a nebulous point pool they can dip into.
Conveniently, every character starts play with a coin pouch, which can hold up to 300gp (about 6 pounds). I use this as a “soft cap” for how much money a character can be expected to be carrying around with them, not including jewellery or small valuables like gems.
Theoretically a person could have more than one coin pouch, carry their wealth around with them in a chest (15,000gp) or a cartoon sack with a dollar sign on it (1500gp), but this becomes increasingly cumbersome and provides a greater and greater chance that the party will be targeted by thieves. I don’t need to add any more mechanical crunch to this factor, I just inform the party “ hey, you look like you’re carrying a lot of money, better be careful going forward” and plan my encounters accordingly.
Instituting this cap likewise prevents gold from losing all meaning once the party is high enough level to have found their second or third treasure hoard. Sure, they might be living it up in an aristocratic lifestyle back home, but when it comes to set out into the wilderness they suddenly have to think of GP as a resource along with spellslots and hitdie. Getting robbed, forced to give bribes, or simply losing their coin pouch suddenly becomes an actual threat to them regardless of level.
Resources:  The party has a pool refereed to as resources, representing their holdings, relationships with patrons, and personal enterprise. The party’s total resources are pooled, and are represented on a scale from 1-50.
Every week, provided they have contract with their economic network, each member of the party party receives earnings equal to 12.5 gp x (the party’s total resources) representing them drawing a living from the connections they’ve already made (working a trade, doing odd jobs, getting payouts from investments) 
In order to obtain a new level of wealth, the party must either invest 500gp per point of wealth they which to obtain into a new or ongoing business project (either their own, or that of a trusted contact).  Alternatively, the party can get their resource pool boosted by forming agreements with tradesfolk or wealthy patrons, who may grant the party such agreements out of friendship or as part of a reward for doing quests. Resources are recorded with a number beside them, representing how much of the party’s total resource pool they represent. This is so that if something happens to jeopardize that resource, the party knows exactly how much of their earnings are up in the air.
For example, a party that saves a merchant captain from pirates early on in their adventures might be rewarded with a share of her ship’s takings, gaining 1 point of resources. In the future, they may pour some of their adventuring loot into her business, increasing their total amount of holdings with her to 6, and their weekly payout to 75gp. If that captain and her ship were then lost in a storm, those resources would be frozen, halting the party’s payouts and encouraging them to discover just what it was happened to their friend as the base of a new adventurehook. 
Buying against Resources:  D&D is weird in that it prices magic items, ships and castles like they can be bought off the rack, when in any pre-industrial society most “new” things would have to be constructed from scratch with labours and artisans paid a steady amount over months or years until the thing was complete and then delivering it directly into the hands of the one who commissioned them. Sure a weaponsmith or apothecary would likely have a storeroom full of items to sell to clients walking in off the street, but shipyards aren't spending years churning out galleys to leave them waiting for a buyer like a used car lot.
Because plenty of games involve at least a section where a party might establish a fortress,  fix up a ruined estate, or commission a magical artifact, it helps to have a guideline:  Find the base price of the item, chop it in half if the party or one of their business contacts can source the resources (or if they’re fixing something that’s broken) Next they need to pay for labour, “reserving” points out of their own resource pool to hire on workers and supplementary materials, divide the item’s price by (500x the number of resource points the party is willing to spend) to find how many months it’ll take for the item to be finished. Note that during this time, the party’s effective resource score is reduced by the amount they’ve reserved. This makes it possible for a mid level party to start refurbishing their dream castle early, rather than having it simply poof into existence once they’re too high level to really get use out of it.
Ongoing Services: Rather than worry about keeping track of hirelings, or a number of other factors, I let my party reserve points off their resource pool indefinitly to retain the services of NPCs. Each “holding” the party has (buisness, ship, estate) likewise requires one resource kept in reservation for general maintenance, unless the party want to take a month off and maintain it themselves.
A party that owned a tavern then might reserve one resource to maintain their establishment , another to pay for the staff, and begin to think about hiring on some guards for a third as something is causing fights to break out more frequently.
Another party which owned a pirate ship, they’d reserve one resource to maintain the ship, another to pay the crew, and a third to bribe the harbormaster who looks the other way when they bring unsanctioned goods into harbor. After hearing about their big score however, their corrupt contact asks for yet another resource worth of bribes, potentially stretching the party’s resources a bit thin.
Using Resources to be a merchant:  If pirates come up often in this post it’s because I drove myself half mad several years ago trying to run a skyship campaign, and the logistics of hullspace v supplies v the staggering price of trade goods v market demand drove me up the wall. I lacked a simple system that would let my party FEEL like they were high-risk traders without having to slow the game down with accounting. Here’s my Alternative: there’s a special type of resource called “goods” connected to caravans and trade vessels, which can be expanded like any other. At the end of every month who’s ever in charge of that venture (Player or npc) makes a mercantilism roll ( possibly charisma, possibly wisdom, + some relevant proficiency) for each of those goods based against a DC set by the dm regarding how good trade is doing in that region.  If it’s a success, the markets are flowing, and the goods rating goes up by 1. If it’s a failure, they go nowhere, as no profit is made. If they fail by 10 or more, those goods loose one point due to bad investment, and if they succeed by 10 or more, the goods double. When the party receives their payment, they can chose to cash out for 500gp per point of good, possibly then reinvesting in the venture.
672 notes · View notes