Fleshing out the missing rules for the Poisoner's Kit in 5th Edition D&D.
Let's hack smites to reinvigorate Paladin spellcasting, discourage multiclassing for the sake of powergaming, and promote more dynamic playstyles.
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.
D&D's latest tech is proficiency scaling for class features. Let's dive into this new tech, see what the designers are saying about it, and figure out what we need to look out for in playtesting.
The most notorious feats in 5th Edition D&D are Sharpshooter (SS) and Great Weapon Master (GWM). These feats are considered the most powerful because of a mechanic they share in common. Yet, a common "fix" to nerf them does not have the intended result! Let's run the numbers.
We used to build characters a different way. Back in 3.x, the splat got so numerous that you were practically forced to "work backwards from 20." In other words, you would build your ultimate character concept and work backwards to see what you needed to take at each level. For example, failure to properly plan … Continue reading Design Tips: Trap Features
Why do we only use one side of the DM screen? Make use of the player's side to your DM screen to keep your D&D sessions running smoothly!
Reliable Talent makes all your skills passive. In order to see what you're really getting from this class feature, you need to find out what skills already function passively, and what skills only function actively. We'll examine passive skill treatment in the rules and analyze where each skill should fall.
Exploring Champion (Fighter) dips for Barbarians looking to increase their damage capacity with large weapons.
Natural weapons are weapons that are "built in" to a player character race. We're taking a look at how the D&D designers have built natural weapons through the history of 5th Edition and making a template of our own.