Long ago, Euryal was a brilliant strategist who brought together an entire continent during the first era. Today, his tomb has begun to resurface with the promise of treasures of all sorts for those capable of getting to his resting place. Are you able to put his soul to rest and defeat the powerful mummy lord? There's only one way to find out.
With several coastal themed adventurers, this supplement is perfect for DMs looking to spice up their Saltmarsh campaign.
One cannot drink from an empty cup. As a dungeon master, your players rely on you to be constantly refilling their characters' creative cups with your own. You take on the responsibility of creating an endless stream of memorable, approachable character. With Retired Adventurers we take some of that burden away. Meet 25 fully realized former adventurers, each with a story behind why they started, and why the stopped adventuring. Including character stats, quest hooks, and magical items for each of these former heroes (and a few villains), this supplement contains everything you need to bring to life a tavern, a city, or even a full campaign.
25 Heroes and Villains:
Built with fully realized backgrounds, stories, personalities, and roleplaying advice. These retired adventurers are out-of-the-box ready into any campaign setting. With their own wishes and histories, these NPCs can be friendly quest givers, smoldering rivals, or kindly mentors to any party.
25 Magical ItemsEach adventurer comes complete with a magical item gained from their adventuring days:
-- Tome of Boccob: A powerful focus for the discering cleric, Coralspike: a magical javelin for holding enemies in place, Drunken Noodle Wraps: weapon or libation? You decide.
25 Quest Hooks
Each character comes with a built in quest hook tying their backstory to your world. Fight in arenas, rescue old adventuring comrades, punish old rivals, and try not to get sucked into the oblivion by Elrick's Tentacle
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reference descriptors included in this pack include:
Tap Untap Burn 5 Color Mana Spell Point Variant Rules Knights and Tricksters
April Release
Tap Untap Burn 5 Color Mana Spell Point Variant Rules Core Mechanics
Art of Knights and Tricksters
May Release
5d100 Adventures in Eberron
Art of Core Mechanics
June Release
Tap Untap Burn 5 Color Guide to Ravnica
Art of 5d100 Adventures in Eberron
More to come!
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Aranea: Book of the Spider reintroduces a classic D&D creature that was first introduced in 1981 and was ahead of its time due to its moral ambiguity. Included herein is everything you need as a DM to include Aranea into your games and—as a player—everything you need to create a character inspired by or descended from giant, magical, shapeshifting spiders that secretly live among others.
The Drow are not D&D's only secretive, magical, intelligent spider-people...
This book includes two sections. Part one is a DM's guide and bestiary that includes a variety of aranea write-ups, two types of undead aranea (the arasheem and the yeshom), and the ascendant fateweaver, a powerful aranea mage that has become a sort of archfey. In addition, this section includes three fully-developed aranea NPCs. Part two includes a host of player options... including the option to play a friendly neighborhood spider-monk.
Clockwinders seem at first glance to be tinkers, rather than magicians, but at the end of the day, their powers come from magic and they are the first to admit this. The first tenet that a budding clockwinder is taught is that "Magic is Metaphor and Metaphor is Magic". The clock is the greatest metaphoric representation of time, and by tapping into that metaphor they access their potent temporal powers.
Revolutionize the potential of magic and the versatility of nature as you take up the specialization of Botany. Tinkering with natural forces and arcana alike, botanists create hulking plant creatures that serve as loyal companions, and trusted friends. Harnessing the deadliness and the resilience of many different plants, a botanist will always find a friend in the flora.
This supplement contains:
The Botanist sub-class
Role playing options and background details for the subclass
A variety of Creatures the Artificer can choose from to be their companion
Tired of only making one meaningful choice when you create a character? Modular Classes is designed to grant characters more diverse and modular choices for character classes. Say goodbye to completing all meaningful choices for your character by level 3. This 190 page monstrosity covers revised classes for the core classes in the Player's Handbook plus 7 new classes, the Dancer, the Dread Knight, the Gambler, the Gunslinger, the Shaman, the Slayer, and the Witch. It also includes the multiclassing rules for these new classes and optional multiclassing rules to make it less penalyzing to martial characters.
Are you bored with the stock races? Having trouble finding new options that tickle your fancy? Why not try checking out Forgotten Races, a selection of seven new race options specifically made to spice up your next campain.
Included in this document you will find five all-new races, including:
- Dinoborn
- Kithodians
- Ogrekin
- Serpentfolk
- Wildlings
Along with two new subraces options for elves and halflings:
- Snow Elves
- Thornchild Halflings
And hey! It's pay-what-ya-want! So if you really like it, feel free to throw me a few bucks. If not, no worries!
If you play with any of these races, feel free to share your adventures with me on Twitter, @BenderWaffles. Enjoy!
The Guardian Class is a martial fighter who specifically is built to aid and protect others on the battlefield. A tank who controls the battlefield while protecting their weaker allies. Guardians come in many different forms, but are always unified by one defining principles, putting others safety before their own, valiant heroes ready to give their lives in battle.
In this oneshot adventure for 9th to 11th level parties, delve deep into the extradimensional womb of a nightmarish creature, stillborn from the ruins of an ancient experiment that tapped forces best left untouched by the hands of mortals.
If you enjoyed this, then perhaps you'll enjoy my other products.
In the sleepy market town of Hogsfoot... the meat is *alive*.
Well, not alive. Maybe undead. It's certainly a lot more hostile than it should be.
The Wurst of Times is a D&D 5e adventure for characters of 1st-3rd level.
This adventure leads the characters to the town of Hogsfoot where a bizarre curse is afflicting the town, which is assailed by meaty monstrosities.
An investigation into the marketplace leads them to a black market auction, a dead witch's last will and testament, and finally to an epic showdown in a haunted slaughterhouse.
Will the party break the town's curse in time for the local Sausage Festival? Only time will tell.
These truly are...
The Wurst of Times.
This 21 page supplement includes:
* An illustrated 10 page adventure for characters of 1st-3rd level.
* 7 new meaty monsters unique to this adventure, including the strangling Weinergeist, the shadowy Pepper Oni, and the mighty Hamunculus.
* Detailed character profiles for all of Hogsfoot's major NPCs.
"Welcome to the 'forgotten' part of The Forgotten Realms" - Ed Greenwood (excerpt from Foreword)
"When the earliest forms of this almanac series began to materialize in my mind, I did not foresee grasslands as being a part of the series. After all, with so many stunning mountains, ancient forests, and other marvels of the world, who could be interested in grasslands? At the time, grasslands seemed to simply be the space between the other things."
- Amarune Whitewave
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Amarune's Almanac Volume 3 is the third in a multipart series exploring the eight biomes of Dungeons & Dragons within the Forgotten Realms campaign setting.
Grasslands of the Realms brings life to the oft-forgotten lands of Faerûn. We've populated these vast areas with new and old flora, fauna, and history alike. Grasslands of the Realms does this through both narrative prose, written from the perspective of Amarune Whitewave (the great, great granddaughter of Elminster Aumar), and through occasional notes from her husband, editor, and traveling companion Arclath Delcastle.
Contained with this 52-page tome, you'll get:
2 new subclasses
the Circle of the Plains druid which seeks to expand on the land (grassland) druid.
and the Stormchaser, a conclave of Rangers who ritually bind themselves to the destructive nature of storms.
Variant rules: expansions to the Druid and Ranger classes to allow them more access to the new spells contained within this book!
10 spells: each using a new spellcasting component, Environment, as they each rely on the boons of the world around them.
+1 bonus spell, druidic practice, which is the Druid version of the ceremony spell for Clerics.
10 magic items: drawn from the bounty of the vast plains of Faerûn and it's denizens.
10 monsters: new creatures for Wild Shaping, mounts, and companions!
20 flora: the bounty of the grasslands. Roots, grasses, and flowers that you can collect and use to create all manner of items, as well as improve some spells.
Downtime activities: A gathering expedition specifically designed to find and collect the flora described in this book.
5 location stories: Straight from the journal of Amarune Whitewave herself, stories of their expeditions into five notable Faerun grasslands: Battle of Bones, Cliffs of Leaping Horses, Eastern Plains, Mistledale, and the Shining Plains
A map of Faerûn: Updated for 5th Edition, this book contains a two-page map of Faerûn covering the Sword Coast all the way to the Plains of Purple Dust
Also included is a separate high-resolution PDF of the map in both colored and Printer Friendly, available to print on 8.5"x11" or 11"x17"
Journal-style sketch art by Shiah "Cinder" Irgangladen and Nathanaël Roux and several other full color pieces throughout the book, combined with a field-journal document style, complete with spilled ink
and...
Content and aforeword written by the creator of Forgotten Realms, Ed Greenwood, himself.
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Review from Curse of Sebs:
From the gorgeous cover, beautiful maps, spectacular layout and use of artwork to the introductions from the father of the Forgotten Realms himself, Ed Greenwood, the well-travelled Volo and Amarune herself there are generations of love and lore for this setting so clear on the pages, before you even get into the incredible content. These Almanacs are truly works of art adding soul and soil to the setting, enriching the experience for DMs and Players alike.
Continuing this breath-takingly beautiful and professional series, Steve Fidler’s team are back with another essential almanac for those wishing to breathe more life into their Faerun. This time Amarune is trekking the Grasslands of the Realms with a wandering Druid of the Plains whose connection to the flora and fauna find them walking their own furrow between the Land and Moon, and a roving Stormchaser Ranger who can literally ride the lightning! These rambling companions share the secret of drawing new magics from the very land itself. Amarune brings five notable locations to life with her accounts, as well as her downtime spent on expeditions to gather plants. Her exploration of Faerunian flora yields a cornucopia of weird and wonderful weeds with a great variety of useful properties, as well as run ins with 11 new creatures with a wide range of before unseen species and variations on known fauna including the enchanting and tricksy Pink Zebra. Finally, Amarune shares the bounty harvested from her travails, 10 magical marvels of fields and dales covering all rarities.
Welcome to the Redshirts Gaming Homebrew Collection. In my recent years as forever DM, and recently, my own Twitch live D&D show, I've always tried to create items, creatures and more to keep my players on their toes. Trying to give them something else than the normal.Recently I've been writing down several of these and started fleshing them out more. And Voilà, the ever expanding collection of homebrew content has arrived. Currently containing: -spells -items -reworked feats -new wizard sub-class -new playable race
I cannot promise everything is balanced, and the file will often be updated with fixes and new content!
Over 40 new traps and triggers for adventurers to encounter and even build themselves.
Calpurnia's treatise on traps is a must-have for practical adventurers. Rather than detailing impossibly complex clockwork or magical contraptions, Calpurnia describes simple traps that adventurers are likely to encounter -- or even construct themselves.
5e Compatible. Builds upon the trap rules found in the Dungeon Master's Guide, and is compatible with trap rules from Xanathar's Guide to Everything.
Trap Types. Features primitive traps, mechanical traps, alchemical traps and magic traps.
Crafting Rules. Most traps have rules for crafting; including material, skill check, and time requirements. Give your players something to do with those tool proficiencies.
Variants. Most traps include variants: ways to change the trap to be more powerful or just different.
Practical Focus. An emphasis on traps made from items adventurers tend to collect, including acid flasks, alchemist's fire, caltrops, holy water, spell scrolls and wands.
Illusion Traps. A special chapter on turning illusionist favourites major image and programmed illusion into deadly traps.
Background. Calpurnia offers insight into many of the traps, discussing creative ways they can be used.
Bookmarks. The PDF makes full use of bookmark features, with every item linked. Also, the Table of Contents is click-able.
Illustrated. Art by Togohorn.
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Includes the adventure: The Spectre of Sanguine Isle.
Want to put your new traps to use? Introduce your players to The Spectre of Sanguine Isle, an adventure that can scale to suit parties of levels 1 to 5.
The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
When howling at the moon alone just won't do, the wilds of the Lupines might just be for you. Within are the rules for a wolfish race of humanoids that live for the wild. With three separate archetypes (instead of subraces), you too can hunt through the woods, whether it's game, or goblins. Or both!
Within are the rules for making Lupine characters, as well as three sample characters made to Adventurer's League standards, just ready for print'n'play!
The Gambler is a new risk-taking roguish archetype for 5E!
Why Play a Gambler?
Thematically, the gambler is a new player option for risk-taking or thrill-seeking characters who always have an ace up their sleeve!
Mechanically, the gambler provides players with a wide-ranging toolbox that always gives them an angle or chink in the armor to try and exploit. The cornerstone feature—Lucky Strike—is all about manipulating the advantage mechanic, enforcing the theme of taking bold risks for a big payoff (or go catastropically wrong!) while also functioning as a fun and unique Sneak Attack progression.
Oh, and since I know you're going to ask: the odds of success when using Lucky Strike are approximately 64%, rising to 80% at 17th level ;)
Take a Look! Click the preview tool to check out all four pages! If the button isn't working, you should be able to read the full archtype using the image previews below. Page 4 is a copy of page 3 with solid colors removed for easy printing.
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Creator's Note:
This is the second in a series of personal player options scheduled for release in 2020. All of these sub/classes have gone through playtesting by myself and others, with each aiming to explore a theme or trope under-represented in official source material. If you like what you see, please consider showing your support by making a purchase! You can also join the mailing list (https://mailchi.mp/62cb4e9f2fb3/heavyarms) to receive notifications of new product releases (new release notifications only, no spam!) or find me on Twitter @DMheavyarms.