Fixing up an social spell so it does what it says without pushing the player characters to torturing the subject.
Exploring how 5e's dice manipulation features affect your odds to survive death saving throws.
If the sleep spell is keeping you up at night, because of confusing mechanics or soft scaling, come take a look under the hood and sample two sleep spell solutions.
Time Domain Clerics make sure that things stay in order, and they aren't past changing around time to make sure.
Sunchaser Rangers dart around the battlefield without incurring attacks, channel the fire and radiance of the sun into their strikes, escape harrowing situations, illuminate targets for attack advantages, and leave fire in their wake across the battlefield.
Check out our build notes for the Sunchaser (Ranger) subclass.
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.
Comparing the War Caster and Resilient (CON) feats to determine which one gives a bigger boost to maintaining concentration on a spell.
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
Can we rewrite the Shield Master feat to fix its fiddly action economy?
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