
Cavern Elevator Trap
CR 4 elevator boulder hazard for 5e triggers mid-shaft, challenging detection, lever logic, Dex saves, and Athletics with fall-risk stakes.
CR 4 elevator boulder hazard for 5e triggers mid-shaft, challenging detection, lever logic, Dex saves, and Athletics with fall-risk stakes.
Potion crafting guidelines with costs and times, Alchemist subclass tweaks, mundane item recipes, and streamlined foraging and harvesting house rules.
Design traps with purpose to advance plot and energize combat, using environmental challenges, skill-driven complications, and scalable DCs.
A practical look at how this 5e magazine adds a drop-in encounter, a sorcerer subclass, mounted combat options, and fresh celestials, plus tooling quibbles.
Analyzes GWF and Champion crits in 5e using math and simulations, finding modest damage gains and evaluating common house rules.
Introduce volatile planar cold zones in Icewind Dale with triggers and a d100 table of chilling effects to reshape rests, spells, and encounters.
Proposes a rule-of-three progressive failure framework for 5e skill checks to build tension, preserve agency, and avoid swingy all-or-nothing outcomes.
Compares 5e roll modifiers—add vs replace—ranked for normal and crittable checks, with simulations showing Elven Accuracy, advantage, cover, and luck impacts.
Add swashbuckling flair to 5e with ad hoc stunts that trade risk for reward, using clear DCs, balanced effects, and examples to guide fair play.