
Perilous Journeys in 5e Part 1
This post offers simple travel rules for 5e: havens-only long rests, base camps, improved sleep and meals, and terrain-based pacing to enliven exploration.

This post offers simple travel rules for 5e: havens-only long rests, base camps, improved sleep and meals, and terrain-based pacing to enliven exploration.

Tie magical healing to the recipient’s Hit Dice to cap recovery, keep injuries meaningful, and free healers from heal-bot duty in gritty 5e.

House rules for 5e shift healing to Hit Dice recovery, emphasize attrition, resource management, and conditions, with guidance for campaigns.

Explains correct dice averages and why character and monster health is computed differently, with examples and a simple leveling house rule.

We migrated the site to Jekyll on GitHub Pages for a faster, more accessible experience; see Lighthouse scores and DM me if you spot issues.

Testing 5e rule tweaks: reaction-based Dodge with next-turn limits and expanded grappling options, with community feedback invited.

Advice for DMs on embracing failure as a tool in 5e, avoiding stalled plots, and using techniques like success-at-cost to keep play dynamic.

Analyzing 477 5e spells surfaces class save trends plus damage and condition profiles, offering guidance for vetting spells, subclasses, and encounters.

Data-driven look at monster weaknesses, resistances, immunities and save proficiencies by CR, with insights for spell choices and encounter design.

A parsed survey of 799 5e monster stat blocks reveals which tongues appear most, from Common and Draconic to Telepathy and obscure oddities.