If the OptionalRule Twitter account reaches eight hundred (800) followers by Noon EST March 15th 2021, I will give away a gift code for an electronic copy of D&D Candlekeep Mysteries on DnDBeyond! See details below for how to enter.
These rules are a summary of the 5e Dungeons and Dragons Alchemy and potion creation rules. These revised rules for Crafting Magic Items are presented in Xanathar’s Guide to Everything, modified as per the creation of expendable items. Note that those rules replace the Item Creation Rules presented in the Dungeon Masters Guide. Additionally, this summary includes modifications made for the Alchemist specialty under the Artificer class.
People are stuck in a lot of bad thinking when it comes to how to use traps in 5th edition Dungeons and Dragons. Traditionally, people see traps as a way to use resources by dispensing some damage along the way. Largely, this falls flat in a 5th edition game where resting lets you recover quickly. Worse, randomly placed traps can come off as spiteful or thrown in just to annoy the players. So, if you want to make traps a more exciting part of an encounter, create traps that drive things forward rather than simple binary events.
Learning different RPG systems is the most useful thing a DM or player can do to up their game. Doing so teaches you all sorts of ways to approach narration, mood, play, resolutions, and any number of other skills that could be useful in a game.
Here are my thoughts on how I can use content from Arcadia in my 5th edition Dungeons and Dragons game. Arcadia is a new magazine style digital publication for 5e in the tradition of the old Dragon Magazine. In particular, the content is a useful buffet of DM resources, adventures, and lore that enhances existing games.