D&D's new Giant Barbarian has massive talent, but it shouldn't be the only one who can do a fastball special.
What if flanking did extra damage instead of causing advantage? Methods, pitfalls, and an exercise in implementation.
Players piloting spellcasters often want to swap out damage types for thematic or mechanical reasons. They might think that a fireball is cooler as an ice explosion. Or, they might want to swap a lightning bolt to fire to keep a troll from regenerating. How can we implement this mechanic in an exciting way for 5e?
Counterspell is a spell you cast as a reaction to stop another spell: Xanathar's Guide to Everything (XGE) introduced an optional rule for identifying a spell. It also costs a reaction: This creates a tension between identifying a spell and deciding to counter it. You can only spend your reaction on one. The grand implication … Continue reading What Am I Counterspelling?
Exploring how MCDM's Illrigger class capitalizes on classic 5e design and pushes the envelope with a new spellcasting template.
Unpacking D&D's magical backpack.
Examining the Gunslinger's Misfire mechanic as a cautionary tale for importing character options from other games. Why to never base a class on a "critical fumble" mechanic.
This shout-based Monk subclass charges up different power words to attack with elemental force and to fortify abilities with enhancements.
Fixing up an social spell so it does what it says without pushing the player characters to torturing the subject.
As a matter of adventure design (or when improvising as a DM), you shouldn't lock mission-critical information behind a skill check. Because if the characters fail the check, the plot line is dead. But, the solution isn't to get rid of skill checks. The solution is progressive skill checks, starting at 0.