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?
Add intrigue and interaction to magic items with these identification rules.
Dial your D&D designs up to 11 by focusing on the elements that bring your intended fantasy to life.
5 traps inspired by Most Extreme Elimination Challenge (mXC) a/k/a Takeshi's Castle.
D&D's 5th Edition race design is trending in a direction with narrative and mechanical issues.
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?
Trimming a bad mechanic from 5e to improve the flow of combat and eliminate adversarial DMing posture.
Examining reasons why creators might tread over an explored design space.
Exploring how MCDM's Illrigger class capitalizes on classic 5e design and pushes the envelope with a new spellcasting template.
A primer on magic missile, and its weird rules interactions.