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#wizards of the coast
catandcrown · 6 months ago
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D&D Campaign - Olarik
Got all of my campaign portraits done at long last, only took about a year in between work! Thought I’d make a post with all of them in one go, so i hope you like them <3
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clericofsune · 3 months ago
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What I Want From DnD 6e
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Wizards of the Cost has now put out two surveys for both the Races and Classes/Subclasses in the Players Handbook, which suggests they’re either gearing up for a Remastered Edition with updated rules and features, or they’re preparing for 6th Edition. Or perhaps like with 3rd Edition we’re about to get a 5.5 Edition. So, whether we get a 6th Edition, a 5.5 Edition, or just a remastered edition of the PHB, I wanted to air my larger scope desires moving forward. These are in no particular order, just my personal opinions, and I don’t need all of these fulfilled to be happy. These are just ideas I’m spit-balling.
A larger Spells Known List for Sorcerers: Sorcerers only get 15 spells total, while Wizards get 44. If Sorcerer and Wizard are supposed to be the quintesential pair of arcane mastery, it doesn’t look good when the Sorcerer has literally 1/4 the spells of the Wizard. Clerics, Druids, and even Paladins get more spells than the Sorcerer, and if you count Mystic Arcanums, then even the Warlock gets more spells than the Sorcerer. Whether they get Origin Spells or just larger spells known in general, these masters of the arcane need more spells. 
More Spell Slots for Warlocks: This is more of a personal grievance. The warlock is so limited that you are pretty much backed into a corner to rely on Eldritch Blast and discouraged from taking any spells that don’t deal damage. The only out is to play a blade pact warlock where your weapon attacks are a valid second option to casting spells or relying on Eldritch Blast. I think giving the Warlock spell slots equal to half their level rounded down or otherwise limiting the maximum amount to about 8-10 would at least relax the crushing grip that restrains the class as casters.
More Domains for Clerics: Clerics have one of the biggest subclass lists in the game, but look at the domains of 3.5e, and you’ll actually start to feel jealous over how few options we have in 5e. So many great options aren’t available, or are “covered” by an inadequate substitute. There’s no Ocean domain, but those gods are lumped into Tempest. A domain that has nothing to do with controlling water. Because flying and farting lightning bolts sounds like a power I would get from worshipping Umberlee. Likewise, every Love deity is crammed into either Life or Light, instead of just giving us a Charm Domain for them to rule over.
Additions to Cleric Domains: So, one thing that 3.5e has that 5e doesn’t is Evil, Good, Lawful, and Chaotic Domains, as well as Racial Domains. I don’t know how this could be implemented exactly, but finding a way to implement alignment or race into a cleric build when building your character would help each god feel different, even if it was in small ways. It should be different worshipping a Chaotic Evil god of the Sea vs a Neutral Good God of the Sea, or perhaps to see the difference between worshipping the Dwarvish god of Crafting vs the Elvish god of crafting. Doing this can make worshipping Sune different from worshipping Aphrodite, Veranestra, Luthic, or Iallanis, while also making the process of choosing your deity a more laborious choice, rather than slapping any random god into the slot. It’s a way to make who you choose as important as the character you’re building itself.
A Comprehensive Guide of Deities and Patrons: Similar to the Paladin,  I think Clerics and Warlocks would benefit from having a guide to different deities or patron options on an individual level with things like Tenants, unique features for following them, other kinds of boons or bonuses, what they ask of you or how to worship them, and what kinds of things they might want their Cleric or Warlock to do. By having this sort of thing, each individual patron or deity becomes more unique, and there’s a difference between worshipping Asmodeus, being his Warlock, both, or whatever. Even if you like playing as a Life Domain Cleric, serving Demeter would be different than worshipping Apollo. Same Domain, but different figure. Likewise, you could play three different Archfey Warlocks and each time serve a different master with an entirely different objective, boon, or pre-written story hook. Thus, adding more variety while also improving the roleplaying aspect that comes with playing a Cleric, Paladin, or Warlock. Sune might ask her followers to pay craftsmen to create instruments or artwork, while Freya might ask her followers to protect mankind from evil creatures, and Veranestra might delight in her clerics toying with the emotions of mortals. By making each patron or deity unique, it adds a layer to the roleplaying, and even gives non-clerics or warlocks an excuse to actually care about their setting’s pantheon.
Eliminating a Set Casting Stat: So this is likely to be an unpopular opinion, but set casting stats are a crutch when it comes to multiclassing. It’s very limiting, and you’re unlikely to see a Sorcerer/Monk because it requires too many stats and doesn’t leave enough room for other stats to matter. By eliminating a set casting stat, you open the door for a Bard/Cleric who worships the god of music, or a Druid/Paladin who swears an oath to the ancient guardians of the forest. It opens the door for more variety and customization.
Adding a Science Skill: There really should be a skill for knowing things like chemistry, physics, aliens, etc. and a broad-specs Science skill like Arcana for magical things seems about right. Obviously, it would be an Intelligence check.
Giving Player Characters a Trade: Another thing I found in 3.5e that we don’t have in 5e is an ability to invest time into improving on a skill or trade that can be monetized. Sewing, crafting, building, inventing, there’s a lot of room for player characters to have a trade from their backstory, but this seems to have been completely discarded for 5e, as there’s no real mechanics in place for owning your own business or crafting your own goods to sell, which leaves a lot of it to DMs having to make up rules if their players want to do this sort of stuff. Letting characters pick up a trade similar to a feat or gaining a trade from their background would benefit player customization, even on a smaller scale.
Making Players less reliant on the CON stat: This is a personal grievance. I hate that I can’t build a character without needing to invest in this stat. Any other stat can be a dump stat, but CON pretty much is not allowed to be. It wouldn’t matter if it mattered for skills, but it doesn’t. You just have to invest in it, or you’ll get very familiar with your settings’ version of the grim reaper very quickly. A high CON should just make you MORE tanky, but shouldn’t be mandatory to avoid dying. I’ve had many builds undermined by a need to focus on the HP stat that they couldn’t really do anything else.
More Elemental Spells: If you want to build a Fire or Cold damage character, you’ll be fine. Radiant and Necrotic have some variety. And Psychic has gotten more spells lately. But try to build a character with just Lightning spells or just Thunder or Force, and you’ll quickly realize that some elements get way more love than others. The WoTC team needs to really expand on elemental damaging spells to give players more variety with their options. Particularly with Lightning, Thunder, Force, Acid, and Poison damage spells, but even Psychic, Radiant, and Necrotic could still use more variety.
More Thematic Spells: Have you ever wanted to play as Poison Ivy only to realize there’s like 3 spells that actually attack people with plants? Or maybe you wanted to build a character that uses shadow powers, but the number of spells that use darkness or shadows are few and far between? I think DnD would benefit from adding more spells that fit into thematic groups, such as plant-based spells, shadow spells, telekinetic abilities, using fey, celestial, or fiend magic, elemental magic of water, earth, and air, etc. We recently got a lot of new spells for summoners, and that was great. So while it sucks they can only be summoned once at a time, it’s still an improvement over not having any summoning spells at all.
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indigobugs · 7 months ago
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Had these Beholder doodles sitting around for awhile now. I was gonna do something more with them... still might, not sure...
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mtg-realm · 3 months ago
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Magic: the Gathering - Magic Showcase 2021
Loads of news - do catch up with all that was revealed over on the mothersite : https://magic.wizards.com/en/articles/archive/feature/what-happened-magic-showcase-2021-08-24
For fans of the 'Tube, vid right here : https://youtu.be/DPrq5jk5J04
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oh-no-eu-didnt · 27 days ago
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Class 720 freighters were a type of transport. Although never rising to compete with the dominant YT-series, Class 720s were excellent alternatives, popular in the Outer Rim. They were upgradable, and came equipped with a blaster cannon and shielding. Many of the vessels were modified for smuggling.
Source: Starships of the Galaxy, Saga Edition (Art: Mark Tedin; 2007)
First Appearance: The Last Command (1993)
Read more on Wookieepedia.
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mcauley-art · a year ago
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Garruk Wildspeaker, an introspection
I have been working on this wee comic for a while now! Garruk is one of my favourite MtG characters of all time, and I was so happy to see him finally free of the Chain Veil's curse after all this time in Eldraine, however it was also sad that he was put back on the shelf as soon as Eldraine was over, and seemed back to normal right away in M21. 
So this is a comic about Garruk mulling over his new sense of clarity, and guilt for what he did while cursed, and how he wants to move forwards. Since Wizards probably won’t, or at least wont for a long time. 
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squaggels-the-grape · 27 days ago
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ATTENTION THE MASSES!!
A HORRIBLE ATROCITY HAS BEEN COMMITTED BY WIZARDS OF THE COAST
WHERE IS IT WIZARDS?!?!
WHERE DID YOU HIDE IT!?!
WHERE IS
HIS LITTLE VEST!!!
I almost daren't show a photo but this must be brought to light
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WHERE IS THE VEST WIZARDS OF THE COAST?
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wiggymythwinter · a year ago
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What years of hospitality has done to me
broke d&d taverns: filled with 50+ people yet only one barman (is often the landlord is just always on shift???) and one floor staff, chef is  n e v e r  heard of, is there even more than one chef? How long are the shifts? Drinks are a pathetically small menu with barely one of each kind of beverage, usually just called ale (wtf just ale? is it dark, amber, light, hoppy, malty??), elvish wine, mead, and dwarven ale. Food? okay, basically just full englishes at any given hour, not healthy or diverse but enjoyable enough if you don’t visit regularly (would explain lack of chefs!). What’s the service time on that food? I hear people be picking bacon off trays as it’s carried past?? HOW ARE THEY CHARGING FOR THAT SHIT?? WHO’s KEEPING TRACK OF THE BILLS?? Also open in at least half capacity all night long every night!?!
I SEE YOU JERRY ‘ONE WOMAN RESTAURANT-PROPHETESS DRAN’ HOLKINS! 
I SEE YOU MATTHEW “1 BARMAID, 1 FLOOR STAFF YET INSTANT FOOD” MERCER!
NO ONE IS SLEEPING IN A TAVERN OR PUB IN THE DINING AREA, YOU GET TOLD TO LEAVE IF YOU TRY THAT ANYWHERE
woke d&d taverns: 2 bar staff, 2-3 on floor, uncoordinated checkbacks, the party is bothered at least twice. You can hear violent yelling from at least 2 kitchen staff whenever the kitchen door swings open. Opens at 8-9am (small crew of 2-3 people) shift changes at 10am (couple more), 3pm (openers leave) and 6pm (night staff). The staff are all vaguely passive aggressive when party are like that. Five meal options, and 2ish light bites. DM gets to create bunch of silly drink names and uses them interchangeably between pubs depending on regions. 5 beers, 4 whiskeys, 3-4 ciders, 2-3 wines, and a brandy. ORDER AND PAY AT SAME TIME!  How often do they have music? No motherfucker is playing lute at 11pm on the regular at the local.
“LAST ORDERS!”...half hour later *waitress* “if you ain’t got rooms GTFO now! I have kids and need to be up at 6am! *Points at barman* “He doesn’t have kids but he’s covering an midday shift so he should have been gone an hour ago!”
ADDITIONALLY: There is a union/guild called HAMAG; Hospitality Against Mercenaries and Adventurers Guild, that makes sure all adventurers are legally contracted to sign a waver and deposit gold as insurance for damages because of the sheer ridiculous amount of violence these people bring to the industry. Spontaneous pub brawls are cracked down upon, there are bouncers, and all staff have cudgels. Absolutely no motherfucker is going to run a pub when it’s at constant peril of being vandalised by nigh unkillable magical superheroes every week.
The long and short, I am  V E R Y petty when it comes to logistical details about the service/hospitality industry. And before you @me I am aware pubs and taverns are filler backdrops for revelry/meet-ups and whatever but my gods the fiscal irresponsibility kills me!
THE ONLY VALID BUSINESS OWNER NPC IS BASRAR THE ICE DJINN WHO GRANTS ICE CREAM WISHES FROM FANTASY HIGH!! AND I WOULD GIVE MY LIFE FOR THAT MAN!
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