Elven War Mask
Wondrous item, very rare (requires attunement by an elf or half-elf)
While wearing this mask your fey ancestry is enhanced. You gain proficiency in the Perception skill. If you are already proficient, you add double your proficiency bonus whenever you make a Wisdom (Perception) check, instead of your normal proficiency bonus. Additionally, you have advantage on saving throws against spells and other magical effects.
Sentience. Each mask bears the spirit of an elven ancestor within it. It has hearing and darkvision out to a range of 60 feet. The mask communicates telepathically with its wearer and can speak, read, and understand Elven.
Personality. Each ancestral spirit has a unique personality, knowledge and acuity. They are all stewards of elvenkind and are deeply devoted to advancing elven wellbeing. When attempting an ability check, you may call upon this ancestor to guide you. Roll a d10 and add the number rolled to the result of the ability check. Once you succeed on an ability check using this feature, it cannot be used again until you complete a long rest.
Eleven elven war masks were crafted long ago in the feywild by eleven elven artisans. So important to them was the service to their people, that each artisan sacrificed their life during the crafting process to meld with their mask and become an immortal seneschal of elfdom.
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Treasured as they are by vampires, lycanthropes and fey creatures alike, demand for lunar pendants always outstrips supply. Many are handed down through families or clans, entrusted only to those who have proven that they will take good care of such a valuable item.
As such, lunar pendants tend to pass through many powerful hands, and become intertwined in the histories of the great families. Each one has a fascinating tale to tell, which only makes them more sought-after by collectors
How you imagine the campaign vs how it goes
Medium aberration, neutral evil
Armor Class 16 (natural armor)
Hit Points 97 (15d8 + 30)
Speed 30 ft., climb 20 ft.
Str 15, Dex 14, Con 15, Int 7, Wis 12, Cha 16
Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft. passive Perception 11
Challenge 6 (2300 XP)
Drain Unlife. Whenever the rot reaver damages an undead creature with a melee weapon attack, the rot reaver regains that many hit points.
Multiattack. The rot reaver makes two attacks with its cleaver. It then may make up to two tongue attacks against any creature it has hit with a cleaver attack this turn.
Cleaver. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) slashing damage. A humanoid slain by this attack rises 1 hour later as a zombie under the rot reaver's control.
Tongue. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature that the rot reaver has hit with its cleaver this turn. Hit: 4 (1d4+2) piercing damage plus 10 (3d6) necrotic damage.
These wretched creatures crave the taste of undead flesh. It will consume the undead, but its malevolent nature causes to derive even greater satisfaction from killing the living, reanimating them, and then feasting on their negative energy. It is believed that they were created to serve in some long-forgotten war between mages, to counter a horde of undead. It walks like an ape, its long glistening tongues wrapped around its arms to drain victims of life. It is often accompanied by two to five zombies as well, as escorts and a source of food when the creature needs to restore its life force. When hunched, as they usually are, rot reavers around 4 feet tall; drawn up to their full height, they stand around 6 feet tall. In either case, they weigh around 250 pounds.
Originally from the Monster Manual III
haunted viera that drinks all your pepsi and calls you a bitch
My friend made a game from this, and I helped!
(by helped I mean I threw ideas at CFK and some of them stuck)
Anyway go play
You All Meet In A Tavern's Ladies' Room by C-F-K
Also hey hi it is me a woman you know who is struggling if you feel you must pay someone for this asdfkkgfddf
Fate and Phantasms #275: Yang Guifei
Today on Fate and Phantasms we’ve got the flaming courtesan Yang Guifei! With a celestial body so stunning all of China was wrapped around her finger and firepower from a literal celestial body, I can’t wait to hear about all the cool stuff she does in FGO!
Wait, she does nothing? Seriously? Seriously.
Well that makes this a little tougher.
So: she’s an Eloquence Bard for the beauty and eldritch madness, plus a Celestial Warlock for the backing of a literal heavenly body.
Check out her build breakdown below the cut, or her character sheet over here!
Next up: mmmmm whatcha Sei?
Race and Background
Yang’s a Human. She gets glowy bits later, but that’s more an outfit than anything else. That means she gets +1 Constitution and Charisma, as well as proficiency in Intimidation for eldritch madness, and the Elemental Adept feat for Fire damage, a secret tool that’ll help us later. It lets you ignore resistance with fire spells, and those same spells deal at least 2 damage per die.
You’re a Courtesan- no, sorry, Courtier, for proficiency in Insight and Persuasion. If you’re going to be the center of attention, it’s a good idea to read the room first.
Your Charisma is number one- it’s the only thing we really know about you. Just below that is Dexterity. A qipao is not armor. No Yang, a squid is not armor either. Just try not to get hit, that works for the summer servants. Number 3 is, surprisingly, Constitution. Your third skill sets you on fire, you’ve got to be pretty tough if that’s your go-to solution. Your Intelligence and Wisdom aren’t terrible, they just don’t stand out. That being said, your wisdom is a little lower since you made a deal with Cthguha, Mr. “Burn All Life”. What exactly do you expect to get out of that? Finally, dump Strength. You might carry around a lot of stuff, but it mostly just floats after you.
Bard 1: You didn't meet up with Cthugha until... actually they never explained that either. I assume it's after being a courtesan though, so that's why we're going bard first. It's a nice start though, since you get proficiency with Dexterity and Charisma saves and three skills of your choice. Pick up Performance for sick flute skills, as well as Animal Handling and Arcana. I don't know which one those glowy fish count as, but it's one of the two!
The big draw of the class is Bardic Inspiration, d6s you can pass out to your allies for a boost on an attack, check, or save. You can do that Charisma Modifier times per long rest, While waiting for them to recharge you can always check out your Spells, which you cast using your Charisma. Grab Dancing Lights for nonviolent fish, Friends and Charm Person to wrap the emperor around your finger, Bane and Dissonant Whispers for some eldritch creepiness, and Feather Fall. You're not flying yet, but it's kinda floaty, and it'll be useful when you can fly.
Bard 2: At level 2 you become a Jack of All Trades, giving you half proficiency in all checks you don't already have proficiency in. We have no idea what you can do, so it's best to keep our options open. You can also perform a Song of Rest, adding 1d6 to healing done over a short rest. Being the emperor of China is a stressful job, so it's important you help relieve all that.
Also, you have Magical Inspiration now, so your friends can add your inspiration die to magical damage or healing as well! You can also jam out with your pipa and/or flute, creating a Thunderwave.
Bard 3: As an Eloquence bard, your Silver Tongue only enhances your beauty. So much so that every persuasion or deception check always has a roll of at least a 10. We are three levels in, and you already have a guaranteed persuasion of at least 17. Not bad for an early build.
If that math seems a little suspicious, it's because we haven't gone over your doubled proficiency from Expertise yet. We'll keep it human for now and double down on Persuasion and Performance.
If you really want to get noneuclidean already, your Unsettling Words lets you spend an inspiration die to subtract that roll from another creature's next save. You have a lot of mind-warping, all-or-nothing stuff, it would be a shame if it didn't work on your target.
Speaking of mind-warping, Shatter is an everything-warping spell, destroying anything in its way with a blast of sound. Constructs are hard to charm, but easy to break.
Bard 4: Use your first Ability Score Improvement to bump up your Charisma. We got all the feats out early this time, so we're just gunning for strong spells as soon as possible. Speaking of spells, Vicious Mockery also weakens your foes with horrifying noises, and Enthrall will ensure you're the center of the emperor's world. In fact, he'll have disadvantage on checks to see anyone else!
Bard 5: Fifth level bards get an improved inspiration die (a d8), and become a Font of Inspiration. That means your inspiration comes back on short rests as well as long ones.You can also Bestow Curses with your third level spell slots. This spell's pretty open-ended, just like everything about you!
Warlock 1: Now that we've got the bardy basics down, let's make a deal! With the sun! As a Celestial warlock you gain a Healing Light, giving you a couple d6s you can use to heal people near you as a bonus action. You don't quite have healing powers in-game, so just consider this an extension of your song of rest.
You also get Pact Magic, another Charisma based spell list with slots that re-charge on short rests. Warlocks and Bards have different slots, but you can use them for each other's spells no problem. Speaking of, you get a ton of cantrips- Light to glow up your outfit, Sacred Flame and Create Bonfire to burn people, and Toll the Dead for more creepy squidness. Can squids toll the dead? They can according to Lovecraft.
For spells, Hellish Rebuke is almost literally your third skill- get hit, set the hitter on fire. For the decreasing defense part, grab Guiding Bolt- hit a creature, and the next time an ally attacks them they’ll get advantage. Yes, technically it’s not lowering their defense as much as raising someone else’s attack, but same difference, really.
Warlock 2: Second level warlocks get Eldritch Invocations, little bonuses from your patron to make your star shine brighter. Armor of Shadows means a squid is armor now, thanks to free castings of Mage Armor. You can also use Misty Visions to cast Silent Image for free, so now you don’t have to spend a spell slot every time you want to make those fish.
Also, you can cast Hex now for more curses. Elder gods love curses.
Warlock 3: Third level warlocks get their Pact boon, and the Pact of the Blade gives you a magical weapon you can summon as an action. It’s those sticks that you can turn into a whip, basically.
We also finally get a leveled spell that you can attack with that does fire damage! Eight levels into this fire-themed build! Flaming Sphere creates a -you guessed it- that you can ram into your enemies. Your boss is also a flaming sphere, so this is kind of like whipping out a crucifix against a vampire, except this holy symbol hurts everyone within 5′ of it.
Bard 6: Bouncing back to bard for some sixth level goodies. Countercharm is not one of them, that’s kind of a waste of an action in my opinion. Luckily eloquence bards get not one but two features to make up for that. Your Unfailing Inspiration means your allies don’t lose inspiration if it doesn’t help them succeed in whatever they’re doing, and Universal Speech lets you magically force a nearby group of creatures to understand you for an hour. If you want to know why Cthugha knows Goblin, it’s the same reason Quetzalcoatl speaks Spanish- suns just know extra languages. It’s FGO’s deepest lore.
You can do that once a long rest, or by spending a spell slot.
Speaking of spending spell slots, you can do that to cast Fear. It’s classic eldritch horror: anybody who fails their wisdom save becomes frightened, and they drop what they’re holding and run away from you as fast as they can. To be honest mixing an elder god with your standard charm-heavy build is neat, really fills out the palette of mental manipulation.
Warlock 4: Bopping back to warlock for a bit to max out our Charisma on this ASI. This’ll make all your spells more powerful, including the new Eldritch Blast for offensive fish and Darkness to make some sunspots. The night is darkest before the dawn, and all that.
Warlock 5: Fifth level warlocks cast third level spells like Thunderstep. Mix eldritch space-warping with classic bard soundwaves to get away from danger while still slapping it in the face.
You also pick up the Grasp of Hadar invocation, letting you pull a creature hit by Eldritch Blast towards you once a round. Science Fact: stars have a “fuckton” of gravity. That’s the official terminology.
Warlock 6: Sixth level Celestelocks (warlocks really into Celeste) have a Radiant Soul- you can add your charisma modifier to one instance of fire or radiant damage caused by any spell you cast. Now your cantrips are supercharged!
You can also Incite Greed to make yourself priceless in the eyes of creatures around you. They’ll gather around you if they fail a wisdom save they’ll just hang around you for up to a minute.
Bard 7: Seventh level bards get fourth level spells! Confusion is even more eldritch madness- will they wander around, attack at random, or even take their turn normally? Nobody knows, least of all them!
Bard 8: For our eighth level ASI, we’re gonna bump up our Dexterity for a better AC and whippage. We’re also getting the third level spell Major Image for even better fish images. These ones can even smell like fish!
Bard 9: Ninth level bards get fifth level spells! If you want some long-lasting lightfish without finagling or illusions, make some fish-shaped lanterns on your own and use Animate Objects to turn them into your minions! Or use this to make talismans scatter themselves! Can you tell we’re writing this in the middle of the one event she shows up in?
Your song of rest also heals 1d8 HP now! I’m sure that’s still useful at level 15.
Bard 10: Tenth level bards get a d10 for inspiration, and on top of picking up Minor Illusion for cheaper fish, you get Magical Secrets- two spells from any spell list! Fly will take care of the floatiness from your third ascension, and Conjure Woodland Beings lets you summon fey creatures, so you can grab those creepy glowy things from your first ascension! (wait, why do the weird things show up in your normal ascension???)
You also get Expertise in two skills, and it’s about time your patron expanded your horizons. Double down on Arcana and Intimidation.
Bard 11: Eleventh level bards get sixth level spells like Eyebite. You can do all sorts of madness, knocking a creature you can see unconscious, frightening them, or giving them disadvantage on all attacks and checks, all for up to a minute, with the ability to target another creature each turn.
Bard 12: Use this last ASI to bump up your Dexterity again. You also need that for playing the pipa right, on top of the AC and attack bonuses.
Bard 13: Thirteenth level bards get 7th level spells like Forcecage, the ultimate in shield technology. It’ll create a cube shaped wall of force around a 10′ cube that blocks all attacks and spells. Now, to be fair you can’t drop this early, and you’ll have to make a charisma save to escape with magic, so maaaybe think twice before you pop that Favors of Three Thousand Concentrated to One.
Meh, I guess you can use it to trap people too, if you want.
Bard 14: Fourteenth level eloquence bards have Infectious Inspiration, letting you spread the inspiration out even further! After another creature spends its inspiration die, you can react to give another die to another creature without spending your usual dice. You can only do this five times a day though. You’re very, very charming. Things just go better with you around.
We also get two more Magical Secrets, and we can finally pick up two more fire spells! Investiture of Flame lets us do what we should’ve a long time ago: set ourselves on fire! You’re now immune to fire damage and resist cold, plus creatures that get near you get burnt! If that’s not enough you can shoot fire around as an action each turn.
If you’d rather keep moving, use Ashardalon’s Stride to increase your walking speed, ignore opportunity attacks, and deal fire damage to nearby creatures as you run around.
Pros and Cons
Your fire spells are a particularly hot topic, cutting through fire’s biggest weakness thanks to ignoring resistance, and the additional damage from Elemental Adept and Radiant Soul is nothing to sneeze at.
You’re also very good at being the party face, with expertise in three charisma skills and reliable talent in two of them- your persuasion being particularly powerful with a guaranteed minimum of 27. And all that is before we start bringing in magical ways to get what you want!
You’re also great on support, with inspiration that doesn’t quit and a lot of it. Add on battlefield control with Grasp of Hadar and frighten effects, and you can help out the heavy hitters even if you’re not putting big numbers on the board.
This build has a lot of weird addons. Like, we need Pact of the Blade for your shape-changing weapons, but we focus on spells more- pact of the tome would help more. Also, focusing on fire damage so much when we only have 5 fire spells, 2 of which come at level 20, is a bad investment! Thunder is generally a better damage type, and we have way more options for that seeing use.
You also have low wisdom, so a mirror match would just end with both of you getting charmed to death. Also you won’t see encounters coming, which is rough.
We dipped into warlock a little too much; it cut off your chance at level 9 spells. With level 9 spells we could grab Foresight and not have to pretend Forcecage is a good spell for defending yourself.
Play a warlock character who calls himself Vithimorex or something like that. Always mention how grateful you are to your patron, Frank, for the wondrous powers he gives you.
Slowly reveal that the powers you get from Frank are things like “sense of smell” and “verbal communication”. As it turns out, Vithimorex is an extradimensional Thing possessing the person formerly known as Frank. All the eldritch blasts and shadow conjurations are boring powers according to Vithimorex. He can’t wait for the level 14 ability to understand and appreciate music.
Me, hearing a big secret dropped by a one player to another during roleplay, knowing it will have catastrophic consequences for the party but my character isn't in the room to hear it:
Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 131 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working.
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 131 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20 / 21 / 22 / 23 / 24 / 25 / 26 / 27 / 28 / 29 / 30 / 31 / 32 / 33 / 34 / 35 / 36 / 37 / 38 / 39 / 40 / 41 / 42 / 43 / 44 / 45 / 46 / 47 / 48 / 49 / 50 /
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
1 / 2 / 3 / 4 / 5 / 6 /
-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than standard armor but weaker than a +1.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
1 / 2 / 3 / 4 / 5 /
-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
1 / 2 / 3 /
-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
1 / 2 / 3 /
-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 /
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 /
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
1 / 2 / 3 / 4 /
-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 /
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 /
—Keep reading for all reference and resource tables.
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
1 / 2 / 3 / 4 / 5 / 6 / 7 /
-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 /
Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
Arizona green tea 😉
An enhanced version of nondetection that can affect multiple and unwilling targets. Despite the religious imagery in its name, this spell is most commonly associated with arcane spellcasters.
So it turns out classes are hard. I might get that milestone celebration finished at some point eventually.
Anyway, here's the Siren race. Because sea elves and water genasi sometimes don't quite scratch that itch. Maybe you want to play up the charming seductress, drawing men in like an angler fish. Or maybe you just want to be a watery tart tossing swords at people.
Things I Include In My D&D Games That My Players Don't Know About
If they hold a wooden bowl and walk into a locked door, they'll phase through it like it's Skyrim
If they attempt to jump backwards up a set of stairs, with a high enough dex roll, they will launch up the stairs, through the roof, and into the upper atmosphere
There is an Anti-Tarrasque.
Trolls have 12 different blood colors, with only 2 existing in aquatic troll varieties.
If they enter a new area fast enough, they can catch the birds flying without moving anywhere.
Trees DON'T make sounds when they fall and no one's around, there's just no one around that can prove that
Lazer guns exist, they're just shy
If you get knocked prone on a sloped surface, there is a 1% chance of clipping into the terrain
There's a 1% chance of the textures in someone's face not loading correctly
When your party is going on a long journey but your character needs to bring their animal companion
you've heard of owlbears but have you considered aperavens
Hot take: You don't need to be very creative or have unique ideas to play D&D.
I would not care if you approach me with a stereotypical and cliché character. All that matters to me is that you enjoy my campaign and have fun playing your character.
Eres and I are trying Tumblr again!
She isn't amused but we gotta grow somehow!