A quick brag.. /u/JustAnotherPC DnD: Roll for Initiative!

A quick brag.. /u/JustAnotherPC DnD: Roll for Initiative!

I’ll try to keep this pretty short, but I have to brag on one of my players.

I’ve been running them through a weird dungeon I made, and I had them encounter shadow versions of themselves in one room after several magic torches came to life.

I didn’t go in with a clear solution in mind- I just wanted to see what they’d come up with. The shadows were Intangible and mimiced everything you did.

My players had the bright idea to use his shadow reflecting what he did to lead it to the other shadows and have it attack them.

Later, they ran into a party of medusas and the same player, on his, turn, said he averted his eyes and ran towards them, holding his 2 swords out parallel to be a makeshift mirror to reflect the gaze.

6 medusas. 4 of them failed the save by more than 5, essentially taking what could have been a deadly encounter and making it trivial.

Later, he willingly gave up a reward to help a certain NPC obtain some.

It was a good session and I always enjoy it when my players get involved in roleplay and the world as a whole! Makes me a happy DM.

submitted by /u/JustAnotherPC
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​r/DnD I’ll try to keep this pretty short, but I have to brag on one of my players. I’ve been running them through a weird dungeon I made, and I had them encounter shadow versions of themselves in one room after several magic torches came to life. I didn’t go in with a clear solution in mind- I just wanted to see what they’d come up with. The shadows were Intangible and mimiced everything you did. My players had the bright idea to use his shadow reflecting what he did to lead it to the other shadows and have it attack them. Later, they ran into a party of medusas and the same player, on his, turn, said he averted his eyes and ran towards them, holding his 2 swords out parallel to be a makeshift mirror to reflect the gaze. 6 medusas. 4 of them failed the save by more than 5, essentially taking what could have been a deadly encounter and making it trivial. Later, he willingly gave up a reward to help a certain NPC obtain some. It was a good session and I always enjoy it when my players get involved in roleplay and the world as a whole! Makes me a happy DM. submitted by /u/JustAnotherPC [link] [comments] 

I’ll try to keep this pretty short, but I have to brag on one of my players.

I’ve been running them through a weird dungeon I made, and I had them encounter shadow versions of themselves in one room after several magic torches came to life.

I didn’t go in with a clear solution in mind- I just wanted to see what they’d come up with. The shadows were Intangible and mimiced everything you did.

My players had the bright idea to use his shadow reflecting what he did to lead it to the other shadows and have it attack them.

Later, they ran into a party of medusas and the same player, on his, turn, said he averted his eyes and ran towards them, holding his 2 swords out parallel to be a makeshift mirror to reflect the gaze.

6 medusas. 4 of them failed the save by more than 5, essentially taking what could have been a deadly encounter and making it trivial.

Later, he willingly gave up a reward to help a certain NPC obtain some.

It was a good session and I always enjoy it when my players get involved in roleplay and the world as a whole! Makes me a happy DM.

submitted by /u/JustAnotherPC
[link] [comments]  I’ll try to keep this pretty short, but I have to brag on one of my players. I’ve been running them through a weird dungeon I made, and I had them encounter shadow versions of themselves in one room after several magic torches came to life. I didn’t go in with a clear solution in mind- I just wanted to see what they’d come up with. The shadows were Intangible and mimiced everything you did. My players had the bright idea to use his shadow reflecting what he did to lead it to the other shadows and have it attack them. Later, they ran into a party of medusas and the same player, on his, turn, said he averted his eyes and ran towards them, holding his 2 swords out parallel to be a makeshift mirror to reflect the gaze. 6 medusas. 4 of them failed the save by more than 5, essentially taking what could have been a deadly encounter and making it trivial. Later, he willingly gave up a reward to help a certain NPC obtain some. It was a good session and I always enjoy it when my players get involved in roleplay and the world as a whole! Makes me a happy DM. submitted by /u/JustAnotherPC [link] [comments]

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How are y’all feeling about the new bastion rules? /u/Carson_Casually DnD: Roll for Initiative!

How are y’all feeling about the new bastion rules? /u/Carson_Casually DnD: Roll for Initiative!

I’m dm’ing for 5e but I’m slow rolling some 5.5e rules that we like such as the bastion leveling system. The party has established a place of operations and the leveling up options seem good but also fundamentally changes the game from dnd to Tavern Master.

My questions are: 1. How do you guys feel about the rules? 2. How would you change them? 3. How do you bring the plot to them?

submitted by /u/Carson_Casually
[link] [comments]

​r/DnD I’m dm’ing for 5e but I’m slow rolling some 5.5e rules that we like such as the bastion leveling system. The party has established a place of operations and the leveling up options seem good but also fundamentally changes the game from dnd to Tavern Master. My questions are: 1. How do you guys feel about the rules? 2. How would you change them? 3. How do you bring the plot to them? submitted by /u/Carson_Casually [link] [comments] 

I’m dm’ing for 5e but I’m slow rolling some 5.5e rules that we like such as the bastion leveling system. The party has established a place of operations and the leveling up options seem good but also fundamentally changes the game from dnd to Tavern Master.

My questions are: 1. How do you guys feel about the rules? 2. How would you change them? 3. How do you bring the plot to them?

submitted by /u/Carson_Casually
[link] [comments]  I’m dm’ing for 5e but I’m slow rolling some 5.5e rules that we like such as the bastion leveling system. The party has established a place of operations and the leveling up options seem good but also fundamentally changes the game from dnd to Tavern Master. My questions are: 1. How do you guys feel about the rules? 2. How would you change them? 3. How do you bring the plot to them? submitted by /u/Carson_Casually [link] [comments]

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Dungeon Master Design [OC] [ART] /u/IAMSarcasticCat DnD: Roll for Initiative!

Dungeon Master Design [OC] [ART] /u/IAMSarcasticCat DnD: Roll for Initiative!

Here is my design for Dungeon Master to go along with the class designs. I am still working on Artificer but I think this one turned out pretty good. I may end up making these into stickers in the future once I finish the Artificer one. I have great difficulty with hands and it’s a miracle this one turned out hand shaped to begin with lol. I recently got gel pens so I wanted to try out the white one for highlights.

submitted by /u/IAMSarcasticCat
[link] [comments]

​r/DnD Here is my design for Dungeon Master to go along with the class designs. I am still working on Artificer but I think this one turned out pretty good. I may end up making these into stickers in the future once I finish the Artificer one. I have great difficulty with hands and it’s a miracle this one turned out hand shaped to begin with lol. I recently got gel pens so I wanted to try out the white one for highlights. submitted by /u/IAMSarcasticCat [link] [comments] 

Here is my design for Dungeon Master to go along with the class designs. I am still working on Artificer but I think this one turned out pretty good. I may end up making these into stickers in the future once I finish the Artificer one. I have great difficulty with hands and it’s a miracle this one turned out hand shaped to begin with lol. I recently got gel pens so I wanted to try out the white one for highlights.

submitted by /u/IAMSarcasticCat
[link] [comments]  Here is my design for Dungeon Master to go along with the class designs. I am still working on Artificer but I think this one turned out pretty good. I may end up making these into stickers in the future once I finish the Artificer one. I have great difficulty with hands and it’s a miracle this one turned out hand shaped to begin with lol. I recently got gel pens so I wanted to try out the white one for highlights. submitted by /u/IAMSarcasticCat [link] [comments]

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[OC] [ART] John Smith, Human Champion Fighter /u/Andross_Darkheart DnD: Roll for Initiative!

[OC] [ART] John Smith, Human Champion Fighter /u/Andross_Darkheart DnD: Roll for Initiative!

Name: John Smith

Race: Human Sex: Male Age: 40 Class: Fighter (Champion subclass) Fighting Style: Defense Background: Sailor

Backstory: John Smith grew up in the modest port town of Saltmere, where the smell of salt and the sound of seagulls were constants. From a young age, he worked alongside his father as a dockhand, learning the value of hard labor. The job was simple but honest, and John took pride in providing for his family. Over time, he became a trusted fixture in the town, known for his reliability and unflinching work ethic.

When a powerful trade guild bought out the local freight company, John and many others were suddenly out of work. The guild brought in their own workers, ignoring the townsfolk who had kept the docks running for generations. With no other prospects in Saltmere, John turned to adventuring to make a living. He carried with him the same no-nonsense attitude that had served him well at the docks, along with an old axe he’d used to split wood for his home.

Though he’s not the most charismatic or well-read, John has a deep sense of loyalty to those he calls friends. He’s the kind of person who would take a blow for a companion without hesitation. This loyalty, combined with his practical approach to problem-solving, has made him a reliable addition to any adventuring party.

Personality: Practical and Stoic: John believes that actions speak louder than words. He rarely complains, even under harsh conditions, and is quick to roll up his sleeves and get the job done.

Loyal to a Fault: His loyalty to his friends is unwavering, but it also makes him vulnerable to manipulation by those who exploit his sense of duty.

Emotionally Reserved: John struggles to express his emotions, often masking them with gruffness or humor. He shows his care through his actions rather than his words.

Appearance: John is a rugged, middle-aged man with a weathered face that speaks to years of hard labor. His clothes are practical, made for durability rather than style, and he carries an old but well-maintained axe at his side. His piercing gaze suggests a sharp insight into people’s character, even if he’s not the most articulate in expressing his thoughts.

Combat Style: John is a defensive fighter who prioritizes protecting his allies. He wields axes because of their versatility, seeing them as both tools and weapons. In the close quarters of a dungeon, his practical approach to fighting gives him an edge. While he prefers to avoid unnecessary violence, he fights with grim determination when others are in danger.

Beliefs and Values: On Magic: John views magic with a mix of awe and suspicion. He respects its power but believes it should be used sparingly, fearing that overreliance on it weakens practical skills and self-reliance.

On Work: John believes every task, no matter how small, deserves effort and respect. He often volunteers for tedious or “beneath others” work because he sees its value in the bigger picture.

Quirks: When faced with downtime, John will often whittle small wooden carvings to pass the time, a hobby he picked up while working on the docks.

He always carries a small flask of whiskey, which he insists is “for emergencies.”

Hooks for Adventure: A ship from Saltmere has gone missing, and rumors suggest it was targeted by the same trade guild that cost John his job.

John encounters an enchanted axe that reacts strangely in his hands, challenging his cautious stance on magic.

A group of displaced dockworkers from Saltmere approaches John for help reclaiming the docks from the trade guild.

submitted by /u/Andross_Darkheart
[link] [comments]

​r/DnD Name: John Smith Race: Human Sex: Male Age: 40 Class: Fighter (Champion subclass) Fighting Style: Defense Background: Sailor Backstory: John Smith grew up in the modest port town of Saltmere, where the smell of salt and the sound of seagulls were constants. From a young age, he worked alongside his father as a dockhand, learning the value of hard labor. The job was simple but honest, and John took pride in providing for his family. Over time, he became a trusted fixture in the town, known for his reliability and unflinching work ethic. When a powerful trade guild bought out the local freight company, John and many others were suddenly out of work. The guild brought in their own workers, ignoring the townsfolk who had kept the docks running for generations. With no other prospects in Saltmere, John turned to adventuring to make a living. He carried with him the same no-nonsense attitude that had served him well at the docks, along with an old axe he’d used to split wood for his home. Though he’s not the most charismatic or well-read, John has a deep sense of loyalty to those he calls friends. He’s the kind of person who would take a blow for a companion without hesitation. This loyalty, combined with his practical approach to problem-solving, has made him a reliable addition to any adventuring party. Personality: Practical and Stoic: John believes that actions speak louder than words. He rarely complains, even under harsh conditions, and is quick to roll up his sleeves and get the job done. Loyal to a Fault: His loyalty to his friends is unwavering, but it also makes him vulnerable to manipulation by those who exploit his sense of duty. Emotionally Reserved: John struggles to express his emotions, often masking them with gruffness or humor. He shows his care through his actions rather than his words. Appearance: John is a rugged, middle-aged man with a weathered face that speaks to years of hard labor. His clothes are practical, made for durability rather than style, and he carries an old but well-maintained axe at his side. His piercing gaze suggests a sharp insight into people’s character, even if he’s not the most articulate in expressing his thoughts. Combat Style: John is a defensive fighter who prioritizes protecting his allies. He wields axes because of their versatility, seeing them as both tools and weapons. In the close quarters of a dungeon, his practical approach to fighting gives him an edge. While he prefers to avoid unnecessary violence, he fights with grim determination when others are in danger. Beliefs and Values: On Magic: John views magic with a mix of awe and suspicion. He respects its power but believes it should be used sparingly, fearing that overreliance on it weakens practical skills and self-reliance. On Work: John believes every task, no matter how small, deserves effort and respect. He often volunteers for tedious or “beneath others” work because he sees its value in the bigger picture. Quirks: When faced with downtime, John will often whittle small wooden carvings to pass the time, a hobby he picked up while working on the docks. He always carries a small flask of whiskey, which he insists is “for emergencies.” Hooks for Adventure: A ship from Saltmere has gone missing, and rumors suggest it was targeted by the same trade guild that cost John his job. John encounters an enchanted axe that reacts strangely in his hands, challenging his cautious stance on magic. A group of displaced dockworkers from Saltmere approaches John for help reclaiming the docks from the trade guild. submitted by /u/Andross_Darkheart [link] [comments] 

Name: John Smith

Race: Human Sex: Male Age: 40 Class: Fighter (Champion subclass) Fighting Style: Defense Background: Sailor

Backstory: John Smith grew up in the modest port town of Saltmere, where the smell of salt and the sound of seagulls were constants. From a young age, he worked alongside his father as a dockhand, learning the value of hard labor. The job was simple but honest, and John took pride in providing for his family. Over time, he became a trusted fixture in the town, known for his reliability and unflinching work ethic.

When a powerful trade guild bought out the local freight company, John and many others were suddenly out of work. The guild brought in their own workers, ignoring the townsfolk who had kept the docks running for generations. With no other prospects in Saltmere, John turned to adventuring to make a living. He carried with him the same no-nonsense attitude that had served him well at the docks, along with an old axe he’d used to split wood for his home.

Though he’s not the most charismatic or well-read, John has a deep sense of loyalty to those he calls friends. He’s the kind of person who would take a blow for a companion without hesitation. This loyalty, combined with his practical approach to problem-solving, has made him a reliable addition to any adventuring party.

Personality: Practical and Stoic: John believes that actions speak louder than words. He rarely complains, even under harsh conditions, and is quick to roll up his sleeves and get the job done.

Loyal to a Fault: His loyalty to his friends is unwavering, but it also makes him vulnerable to manipulation by those who exploit his sense of duty.

Emotionally Reserved: John struggles to express his emotions, often masking them with gruffness or humor. He shows his care through his actions rather than his words.

Appearance: John is a rugged, middle-aged man with a weathered face that speaks to years of hard labor. His clothes are practical, made for durability rather than style, and he carries an old but well-maintained axe at his side. His piercing gaze suggests a sharp insight into people’s character, even if he’s not the most articulate in expressing his thoughts.

Combat Style: John is a defensive fighter who prioritizes protecting his allies. He wields axes because of their versatility, seeing them as both tools and weapons. In the close quarters of a dungeon, his practical approach to fighting gives him an edge. While he prefers to avoid unnecessary violence, he fights with grim determination when others are in danger.

Beliefs and Values: On Magic: John views magic with a mix of awe and suspicion. He respects its power but believes it should be used sparingly, fearing that overreliance on it weakens practical skills and self-reliance.

On Work: John believes every task, no matter how small, deserves effort and respect. He often volunteers for tedious or “beneath others” work because he sees its value in the bigger picture.

Quirks: When faced with downtime, John will often whittle small wooden carvings to pass the time, a hobby he picked up while working on the docks.

He always carries a small flask of whiskey, which he insists is “for emergencies.”

Hooks for Adventure: A ship from Saltmere has gone missing, and rumors suggest it was targeted by the same trade guild that cost John his job.

John encounters an enchanted axe that reacts strangely in his hands, challenging his cautious stance on magic.

A group of displaced dockworkers from Saltmere approaches John for help reclaiming the docks from the trade guild.

submitted by /u/Andross_Darkheart
[link] [comments]  Name: John Smith Race: Human Sex: Male Age: 40 Class: Fighter (Champion subclass) Fighting Style: Defense Background: Sailor Backstory: John Smith grew up in the modest port town of Saltmere, where the smell of salt and the sound of seagulls were constants. From a young age, he worked alongside his father as a dockhand, learning the value of hard labor. The job was simple but honest, and John took pride in providing for his family. Over time, he became a trusted fixture in the town, known for his reliability and unflinching work ethic. When a powerful trade guild bought out the local freight company, John and many others were suddenly out of work. The guild brought in their own workers, ignoring the townsfolk who had kept the docks running for generations. With no other prospects in Saltmere, John turned to adventuring to make a living. He carried with him the same no-nonsense attitude that had served him well at the docks, along with an old axe he’d used to split wood for his home. Though he’s not the most charismatic or well-read, John has a deep sense of loyalty to those he calls friends. He’s the kind of person who would take a blow for a companion without hesitation. This loyalty, combined with his practical approach to problem-solving, has made him a reliable addition to any adventuring party. Personality: Practical and Stoic: John believes that actions speak louder than words. He rarely complains, even under harsh conditions, and is quick to roll up his sleeves and get the job done. Loyal to a Fault: His loyalty to his friends is unwavering, but it also makes him vulnerable to manipulation by those who exploit his sense of duty. Emotionally Reserved: John struggles to express his emotions, often masking them with gruffness or humor. He shows his care through his actions rather than his words. Appearance: John is a rugged, middle-aged man with a weathered face that speaks to years of hard labor. His clothes are practical, made for durability rather than style, and he carries an old but well-maintained axe at his side. His piercing gaze suggests a sharp insight into people’s character, even if he’s not the most articulate in expressing his thoughts. Combat Style: John is a defensive fighter who prioritizes protecting his allies. He wields axes because of their versatility, seeing them as both tools and weapons. In the close quarters of a dungeon, his practical approach to fighting gives him an edge. While he prefers to avoid unnecessary violence, he fights with grim determination when others are in danger. Beliefs and Values: On Magic: John views magic with a mix of awe and suspicion. He respects its power but believes it should be used sparingly, fearing that overreliance on it weakens practical skills and self-reliance. On Work: John believes every task, no matter how small, deserves effort and respect. He often volunteers for tedious or “beneath others” work because he sees its value in the bigger picture. Quirks: When faced with downtime, John will often whittle small wooden carvings to pass the time, a hobby he picked up while working on the docks. He always carries a small flask of whiskey, which he insists is “for emergencies.” Hooks for Adventure: A ship from Saltmere has gone missing, and rumors suggest it was targeted by the same trade guild that cost John his job. John encounters an enchanted axe that reacts strangely in his hands, challenging his cautious stance on magic. A group of displaced dockworkers from Saltmere approaches John for help reclaiming the docks from the trade guild. submitted by /u/Andross_Darkheart [link] [comments]

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I’m a start up DM making my first homebrew campaign with a very unpredictable party and I’m wondering do I write the campaign all at once , between sessions or in acts (basically thirds ) /u/Creative-Middle-4392 DnD: Roll for Initiative!

I’m a start up DM making my first homebrew campaign with a very unpredictable party and I’m wondering do I write the campaign all at once , between sessions or in acts (basically thirds ) /u/Creative-Middle-4392 DnD: Roll for Initiative!

If I write it all at once or in acts I might just nudge them in the right direction but I really am stuck

submitted by /u/Creative-Middle-4392
[link] [comments]

​r/DnD If I write it all at once or in acts I might just nudge them in the right direction but I really am stuck submitted by /u/Creative-Middle-4392 [link] [comments] 

If I write it all at once or in acts I might just nudge them in the right direction but I really am stuck

submitted by /u/Creative-Middle-4392
[link] [comments]  If I write it all at once or in acts I might just nudge them in the right direction but I really am stuck submitted by /u/Creative-Middle-4392 [link] [comments]

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