
Summon the Unusual - 3 New Spells for DnD 5e
Homebrew options for arcane pet play: animate weapons, clockwork constructs, and mephits, with balance notes, scaling, and narrative discovery hooks.
Homebrew options for arcane pet play: animate weapons, clockwork constructs, and mephits, with balance notes, scaling, and narrative discovery hooks.
A proposed 5e house rule ties risk to negative HP and CON saves, raising urgency, nerfing Healing Word, and making knockdowns matter again.
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.
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.