Why have 18 skills when you can have FIVE? We’re giving D&D players more agency over the narrative implementation of their skillsets by streamlining a bloated system and highlighting a popular variant rule.
Casting big area effect damage spells is great fun. Taking forever to resolve them is not. Let's reverse engineer the saving throw math so we can get to the narrative resolution quicker.
As a follow-up to last week's post comparing the War Caster and Resilient (CON) feats, let's take a look at how the numbers shake out if you're playing a Variant Human or in a campaign where your DM lets you have a free feat at level 1.
Comparing the War Caster and Resilient (CON) feats to determine which one gives a bigger boost to maintaining concentration on a spell.
Diving into Wizards of the Coast's latest Unearthed Arcana offering for a look at the Magic Reserves class feature and how you can turn your Barbarian into an infinite mana battery!
Traps can be fun. A great myth is that traps need to be carefully curated to be worth anything. While curated traps are wonderful, even simple traps can be great. Here's a simple system for running fun and impactful traps at your table: Download the PDF via DM's Guild Elements of a Good Trap For … Continue reading Simple Trap System
Examining damage outputs of cantrips vs. crossbows for the new Unearthed Arcana Artificer. It seems crossbows can outscale cantrips, but at what cost?
It happened. On February 28, 2019, The Artificer Revisited was released to much fanfare. What did we get? Let's chew up the crunch. We'll start with the base class mechanics and move into the subclasses next week, when we build a template for how to homebrew an Artificer subclass. Base Class Hit Die (d8). A … Continue reading Artificer Teardown
The Player's Handbook errata released in November 2018 patched a gap between RAW and RAI by inflicting the poisoned condition. We're exploring the impact and duration of the poison effect with an updated odds calculator.
Flesh to Stone is a 6th level transmutation spell that has new mechanics from prior editions. Instead of instantly petrifying the target in ye olde "save or die" fashion, the target is restrained on the first failed save, and only petrified if they lose a “best of 5” save mechanic. Let’s examine how often its successful.