
You Have the Power - Places of Power in D&D
High-risk magical sites let casters supercharge spells via attunement and metamagic checks with failure risks and rarity tiers, giving DMs rich hooks.
High-risk magical sites let casters supercharge spells via attunement and metamagic checks with failure risks and rarity tiers, giving DMs rich hooks.
Proposes a streamlined Mark rule: if you hit a foe in melee since your last turn, you can make one opportunity attack each round without using your reaction.
On Eberron's Mournland edge, a shattered Brelish city of six Crowns, clashing factions, and refugee Gutters offers rich lore and adventure hooks.
Advocates experience points over milestones, tying growth to player actions, pacing adventures, rewarding exploration and roleplay, and preserving memories.
Explores how counterculture, pop icons, and early design split ghosts and psionics into two transitive realms, and how 5e streamlines that legacy.
Outlines a Shadowdark homebrew where belief shapes reality, with lore-driven monsters, risky magic, and evolving hooks for adventures and towns.
After the Echofall shattered Etherea, emotions spawn Echoforms from the Umbraweave as Weavers and the faithful vie amid perilous ruins and volatile magic.
Add lasting injuries to DnD 5e for higher stakes and strategy, with levels affecting rolls, recovery checks, class perks, and magic-based healing.
Playtest adds Scribe Spell to handle wizard scribing, a throwback to Write, but the author argues it adds fiddly complexity without real payoff.
A streamlined injury system for 5e applies level-based penalties to rolls and save DCs, with rest, medicine, and magic for recovery plus DM guidance.