When players all start saying their numbers at the same time after initiative/group check:
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When players all start saying their numbers at the same time after initiative/group check:
there are two types of players
Mivilorn Huge beast, chaotic neutral Armor Class 17 (natural armor) Hit Points 324 (24d12 + 168) Speed 40 ft. Str 27, Dex 13, Con 24, Int 4, Wis 14, Cha 11 Senses darkvision 60 ft. passive Perception 12 Languages understands Abyssal but can’t speak Challenge 13 (10000 XP) Keen Smell. The mivilorn has advantage on Wisdom (Perception) checks that rely on smell. Magic Resistance. The mivilorn has advantage on saving throws against spells and other magical effects. Actions Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 30 (4d10+8) piercing damage plus 16 (3d10) acid damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the mivilorn. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the mivilorn and it takes 22 (4d10) acid damage at the start of each of the mivilorn’s turns. If the mivilorn takes 30 damage or more on a single turn from a creature inside it, the mivilorn must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the mivilorn. If the mivilorn dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone. Acid Breath (3/Day). The mivilorn spews acid in a 20-foot cone. Each creature in that line must make a DC 17 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much damage on a successful one.
Mivilorns are mastiff-like creatures with enormous blocky bodies and gaping maws, roaming the depths of the plane of Pandemonium. They are also commonly found on Acheron, where they are used as war mounts by the only the most daring of riders (usually demons). Mivilorns stand about 14 feet tall and 18 feet long, weighing around 8 tons. Their jowls are home to glands that secrete digestive acid, which drips almost constantly from the mivilorn’s worn gums. Their brownish-gray hide is as tough as an elephant’s, and it can open its mouth to a width of almost 8 feet.
Originally from the Monster Manual III. If there is a monster from 3.5 or Pathfinder that you want to see converted to 5e, feel free to send me a message or submit a monster request on the submit page.
Don’t
Play D&D with anyone you wouldn’t want to go on a 3 hour car trip with.
D&D is a 3-4 hour car trip except there are rules and goblins and rules goblins
Accents 101
So if you’re a dm like me, you probably want to be relatively skilled in some typical fantasy accents for your game to make things feel that much more real. So i’ve decided to throw together a little master post of “how to” videos on some various accents. This is mostly for my own reference, but if you’d like to save this for yourself too, go right ahead. Feel free to add on to this, as well!
General Accent Tips
How To Learn Any Accent (1)
How To Learn Any Accent (2)
How To Do 12 Different Accents
US/UK/Aussie English Vocabulary Differences
One Woman, 17 British Accents
How To Lose Your Native Accent
How To Learn A Different Accent
Fun Tour of American Accents
Scottish
Scottish In Under 2 Minutes
How to Speak With A Scottish Accent
HOW TO DO A SCOTTISH ACCENT
Speaking Scottish 101
Scottish Slang
Gerard Butler Teaches You Scottish Slang
Scottish Insults
English or “British”
How To Do A British Accent
3 Ways to Sound More British
HOW TO DO A BRITISH ACCENT CONVINCINGLY (1)
HOW TO DO A BRITISH ACCENT CONVINCINGLY (2)
HOW TO DO A BRITISH ACCENT CONVINCINGLY (3)
Henry Cavill and Simon Pegg Teach You English Slang
French
How To Speak With A French Accent
How To Do A French Accent In UNDER TWO MINUTES
Tips on how to do a French Accent
French Accent Tip
Irish
How to do an Irish Accent
How To Do An Irish Accent
How To Do An Irish Accent
Guide to Irish Accents
How To Do An Irish Accent In UNDER TWO MINUTES
Russian
How To Speak With A Russian Accent
How to Do a Russian Accent | Accent Training
How to speak with a Russian Accent
How Russians Speak English
How To Do A Russian Accent
German
How To Have A German Accent
How to do a GERMAN ACCENT?
Get the Perfect German ACCENT
Me speaking in 12 GERMAN DIALECTS!
How To Do A German Accent
5 Steps to a perfect German Accent
Canadian
How To Do A Canadian Accent
All aboot Canadian accents
How To Speak Canadian, Without Knowing How!!
Is There A Canadian Accent?
The Canadian English Accent
I’ve been thinking about it for a while and I finally had the time to work on a really simple walkthrough of my design process for armors! Hope it can be useful :D
Before designing the attire I like to define first who this character is going to be, based on their alignment, their role, job and so on. I used a random dnd character generator and found a simple but cool prompt:
Based on this brief description the first step to take is to get a good silhouette and pose. Figure drawing and silhouette studies are a good method of exercise: they train you to think without any sort of detail. The pose alone should convey the whole mood. I wanted my human paladin to be an aged veteran knight in medium build, ready to strike and prepared to carry her weight in battle with two swords.
Armor is a tricky subject but only when you don’t know it. I study a lot from real traditional armor, because before designing something I have to figure out how it actually works in real life. I could recommend lots of book to buy but Pinterest does an amazing job in providing you with an endless stream of inspiration and photos/illustrations to study (Osprey Publishing has fantastic books about armor, weapons and military from 10th century and before to 20th century). I believe in functionality over beauty but with a middle ground that makes both aspects look good together instead of clashing (I’m looking at you, Korean concept artists): it’s my job to find a compromise between them. A good example to study is something like this:
Simple, readable, every rivet shown makes it understandable to know how to move into an armor like this. I also take lots of inspiration from fashion design but it’s another whole world lol, https://www.vogue.com/fashion-shows is pretty much the Bible for that since there’s a complete list of every season of pret-a-porter and couture from 1990 to the present day. It’s a fun game to play!
Question yourself when you design, “can I wear this? How? If I were to make a cosplay of this, how would I layer everything?”, if you’re aiming for realism you have to follow certain rules and guidelines. Speaking of guidelines, this is a simplification of the parts of the armor I want for this character.
You can call it a day and be done with it by refining the sketch a bit now. This is a good design, boring but functional. How do we make it more interesting? By using shapes and patterns to create a general theme, adding cloth parts like a cape and undershirt and all the elements needed like belts, chain mail and so on. Rectangles? Amazing. Circles into rectangles?? Beautiful craftsmanship (go wild)
This is looking like a real character now, congrats! Here’s where the fun really begins though: details. Once the silhouette is defined you can customize the character all the way and make it look like there’s a story to be told even in the armor. I like to think of a theme and apply it to pretty much everything, it’s usually animals or flowers because often times knights had themes like those. This woman is a fierce, fearless mom figure, tired but wise, willing to help the young adventurers to see them leave the nest and fly on their own… like a bird… but like, a cool bird? Like a cool bird often associated with freedom?
Eagle theme are all over the armor: it intrigues the viewer and makes the design look complex enough to be interesting on its own. The knee and elbow parts are wings now, one of the pauldrons has a raging eagle coming out of it (asymmetrical details are cool!), the important parts connecting the armor are shown with little details that make it look like a custom made set. At this point I’m satisfied and can go onto colors, then rendering.
Colors take a big part into the character design but it’s not something I feel good enough to cover lol, the only advice I can share regarding this is to have in mind the materials of the outfit. Right now the breastplate is in a grey zone: a slight change in material can turn a decorated breastplate into a half coat. Defining material when you’re sketching is a neat way to save yourself some time and get a bit less stressed when you get to painting.
And it’s done! Hope it was helpful!
I just realized how terribly short her right arm is LOL please don’t shame me
I think it’s a good day to tell the story of my D&D character who almost acquired her own cult
Her name was Cat; she was my first ever character, so I went super basic for her backstory. Nobly born 18-year-old girl who’d run away from home at 16 rather than be shackled to a life of marriage and feminine tediousness She ran off and had various adventures, befriending a tiefling wizard who honestly just wanted to be left alone with her library, and eventually becoming the setting’s first axe mage because she thought axes were 1000% cooler than swords. Eventually, events conspired to make her meet up with the rest of her party, and they had a grand old time deposing evil rulers and fighting a frankly inordinate number of dragons. Cat faithfully chronicled it all in her journal at the behest of her tiefling companion, who probably just wanted her to sit still for, like, fifteen consecutive minutes once in a while.
Almost as an afterthought during a rest, the DM mentioned that said journal had gone missing. (Never trust the DM just casually saying something like that. Plot Is About To Happen.) A few sessions later, after an attempt to drive a train had gone horribly wrong thanks to a few botched rolls, we all fell unconscious in the crash. Cat woke up in a lavish bedchamber dressed in a white frilly nightie; all that was missing was the flittering birds and talking mice. The rest of the party woke up in a dungeon. Turns out the leader of some cult or other had found her diary, decided she was a prophet, and wanted to marry her. As Cat was mentally cataloging all the ways she knew to murder this guy using only the ribbons on her nightgown, he knelt and offered her this fucking gorgeous black obsidian battleaxe as a wedding gift.
Well. That certainly changed things a bit. Marriage…but also axes? And what’s he saying about leading a cult army?
Cat decided on the fly that actually maybe marriage wouldn’t be so bad if it involved fancy axes and armies at her beck and call, and absolutely zero needlepoint or garden parties. And hey, if he gets annoying, he looks squishy–she can always just bump him off and make it look like an accident. This could actually be not terrible. So, she accepts his offer.
Which is something the DM absolutely was not expecting.
In the end, they just were fundamentally incompatible–something about the guy wanting to murder her travelling companions and make spectral guards to protect her forevermore–and it didn’t work out. But oh, what could have been…
some notes i’ve been taking on DMing, culled from various sources
Plot & Campaign:
Don’t think of yourself as being “against” the players. They aren’t playing “against” you. They are playing against the world and situations you pose to them, but you should be on their side.
Similarly, don’t think of the campaign as “your” story that you are telling to the players. It is a story that you are telling together. They affect the outcome of it as much (or more) than you do. If the players find a way to ruin your carefully crafted plot, let it go. You have to accept not getting your own way all the time the same way that the players do.
That said, have contingency plans in case the PCs kill or ignore your plot hook, find a way to bypass your carefully created puzzle, or successfully charm your final boss into not attacking them.
Use up your most fantastic ideas - don’t hoard them for later. You never know how long a campaign will last, and you might never get to those cool scenes and setpieces you were saving.
Utilize recurring NPCs. It’s less work for you and gives the players someone familiar to look forward to seeing (or resent intensely.)
Give the players a nemesis - someone or something working against their efforts, even if that is not a “villain” per se.
Have descriptions ready for locations and NPCs, but don’t over-describe. Give them enough details to build a sense of atmosphere without requiring them to draw the scene.
Have a set of possible random events ready to go, and periodically roll to see if any of them happen, to keep your players (and you!) on your toes.
Rules & Rolls:
Like in improv theatre, go for the “yes and” (or “yes but”) response to a player’s idea rather than a “no.” If the rules don’t specifically ban a player from doing something, let them do it. If it’s especially game-breaking and stupid, this is a great time to say “yes, but” and come up with a fun consequence.
Don’t stop everything to look up a rule. If you can’t find or figure out the answer within a minute, tell the players how you’ll do it this time based on your best guess and look it up for the future. Alternatively, if you aren’t sure what the rule would be for what a player proposes, just let them roll a d20 and add a relevant modifier to it versus your best estimate of difficulty level.
Don’t assume that a failed check means “nothing happens.” Failures can be as eventful, interesting, and story-driving as successes.
Calculating small currency amounts, weight encumbrances, and rations is incredibly boring for everyone. Decide ahead of time whether you want to just ditch those elements (within reason - if you are being kind to the players by not making them weigh out every item in their inventory, they should be kind to you by not claiming they are carrying a whole refrigerator.)
Rewards:
Pay attention to what motivates your players most (treasure, money, challenging fights, puzzles, stories) and use that to guide your campaign ideas. Let them tell you what carrot will lead them through the plot.
Make a note of what your players mention wanting out of the game experience (a certain kind of adventure or scene, an item) and find an opportunity to reward them with it.
Come up with a set of treasure/advanced weapons/other loot-ish rewards specific to each player. Whenever they are dungeoncrawling or getting rewards, roll to see which items they receive at that time.
Players:
Provide opportunities every session, if possible, for each character to use their skillset and playstyle, so that they don’t feel like the sidekick in someone else’s adventure.
Encourage the players to make themselves a “battle sheet” in addition to their standard character sheet that lists all their skills and spells (in their own words) and how it works, so that they understand their own potential and remember to use them! You are there to help them out if they aren’t sure of a mechanic, but encourage them to take ownership of their own character’s abilities.
Cliffhangers aren’t actually great ways to end a session (in case the campaign stalls out there, or a player drops out), but you can end with a new situation arising or a hard question to ponder, giving the players something to think about and look forward to returning to for the next session.
Pay attention to the players’ welfare and condition as much (or more) than to their characters. If they are stressed, unhappy, or angry about something in the adventure (or something another player is doing), you should be ready to moderate that as much as you would moderate an in-game rule.
What’s a player to a god, what’s a god to a DM, what’s a DM to a nat 20
this is funny but I’m going to be a Joke Ruiner here in hopes that this might be useful to anybody looking to run a D&d game sometime for the first time.
A natural 20 always ‘succeeds’ but does not always do what the player intended to do. If a player attempts to do something Impossible, then a Natural 20 cannot make it possible, instead, have the Outcome of their Attempt be helpful in an obvious way, without being necessarily a magical Super thing. Greg the ranger attempts to climb an 80 foot smooth marble wall with no handholds? Greg is level two? Greg does not climb that wall with a Natural 20, however, while looking for good handholds Greg spies an important clue reflected in the mirror-like surface of the wall, perhaps finding a secret catch to open a hidden door in the wall granting the party entrance to the dungeon?
Even though Greg didn’t search for the door, his incredible Luck granted him the opportunity to succeed anyways. Because that’s what a Natural 20 is. It’s Luck. A lucky swing catches an opponent off guard, even if they’re a seasoned fighter. No amount of luck will allow Susan the 1st level barbarian to shoot the God of War in the eye, but if she is Lucky enough, then he’ll be amused and impressed by her brash valor, and grant her a boon or a gift, rather than be insulted by her attack.
Keep in mind that a Natural 20 should align with what is best for the player, not necessarily what the player wants. If a player rolls a 20 while attempting to do something you know will end badly for them? Take advantage of your knowledge and have their roll instead indicate that not only does their attempt fail, it does so in a way that alerts the player to the danger of their attempt.
For example, they try to shoot a guard under the assumption he’s alone and it will be a sneaky quiet attack? Have the shot miss in such a way that the guard tells his friends just around the corner to “knock off all that racket, some of us still have jobs to do tonight!”
This kind of thing helps create a believable, consistent world for your players. Something that has rules and laws of physics of it’s own, even if those physics are a bit more fast and loose with thermodynamics than ours are. If a Natural 20 Always Works, then the world quickly loses credibility, because in that world, not only can literally Anything Happen, it has a 5% chance to do so All the Time
A world like that doesn’t really make much sense, and wouldn’t look at all like our world, and is therefore really hard for players to get attached to.
This is really good. I’d just like to add that you also have the option of just saying “That’s not going to work.” So many tales of DM woe could be averted by just being aware that the DM can not let the players roll dice in the first place.
This. This. This. A million times this.
It is full moon tonight, don’t let the werewolves bite you…
Get the full Book of Beautiful Horrors free pdf here: https://drive.google.com/drive/folders/0ByEZ_EOCyILZTzhxdk5BQWpsWmc
Support me on Patreon if you like what I do, new monsters each month! https://www.patreon.com/NathanHasle
Please Support this person. The amount of work they put into this book is mind blowing. I’ve used the Ulfheddinn in an encounter and they are beastly and annoyed my players with the Eye of Winter ability which made my day
Poisener’s Kit Mechanics by Shylocv
Your bread-and-butter Dungeons & Dragons party won’t include a manticore, a gargoyle, a hyena or a sentient fungi, but maybe it should. One D&D player spent a year and a half converting every single creature in the D&D Monster Manual into playable characters, and now players can live out their dreams of being a great fire beetle who slays dragons.
Your bread-and-butter Dungeons & Dragons party won’t include a manticore, a gargoyle, a hyena or a sentient fungi, but maybe it should. One D&D player spent a year and a half converting every single creature in the D&D [5E] Monster Manual into playable characters, and now players can live out their dreams of being a great fire beetle who slays dragons.
There are hundreds of monsters in D&D’s Monster Manual, many of which don’t really lend themselves to the Lord of the Rings-esque adventures that traditionally star humanoids. Most dungeon masters won’t let players stray too far from that model. It’s hard to wrap a plot around a rag-tag team of dire bats and oozes, and it’s hard to make sure a party’s stats are balanced when it contains both a faerie dragon and a mastiff.
Creator Tyler Kamstra’s new 283-page homebrew mod “Monstrous Races” offers ways for players to embody any of D&D’s monsters using stats, role-playing notes and everything else you’d expect to see listed next to the “Human” race in the D&D Player’s Handbook. To play a basilisk, for example, players can attempt to petrify a creature with their gaze as an action. This is helpful, since basilisks don’t have hands, rendering them incapable of holding a sword. To play a banshee, or an undead spirit of a female elf, Kamstra recommends that players covet beautiful objects and remain within five miles of anywhere the banshee lived while alive.
This “Monstrous Races” mod is the sort of wonderful thing that, back in D&D days of yore, would exist as a titanic document in some far-flung basement, only to be enjoyed by a handful of players. We can at least thank the internet for giving us playable purple worms.
Oooh
#Knife #Knives #Cuchillo #Faca #Couteau #нож #ナイフ #刀#pisau #سكين
Modern Knife Types / Blade Shapes
For sources: http://sword-site.com/thread/1111/diagrams-modern-knife-types
Sword-Site - The World’s Largest Sword Museum
Important for those who thought a Honing Steel was a Steak Knife.
happy fun time.
Again, After Far more time than I feel comfortable listing, Here is my (Mostly) completed Necroficer Class. It’s a crafting Based Necromancer that focuses on creating unique Undead monsters rather than summoning your basic array of skeletons and zombies. I’m sure in it’s current state it still has some balance issues, but that’s what Playtesting is for.
THE JPGs POSTED HERE ARE OUTDATED/INCOMPLETE. For the finished class, please contact me directly
I’ve never actually played D&D before but I wanted to try my hand at creating some really dumb in-game items so here we go!
The Statue of General Unease: players who come within ten feet of this old, faded grey statue must make a DC 13 wisdom saving throw. On a failed save, the player just gets sort of…creeped out. All wisdom, intelligence, and charisma-based skill checks are at a disadvantage, because it’s really hard to think properly, you guys, with that weird statue staring over my shoulder like that. You’re seeing this too, right?
The Tie of Persuasion: a nondescript black silk tie that once belonged to a used cart salesman. When worn this object grants the wearer +7 to all charisma checks involving the sale of vehicles. (Or: flip a coin. If heads, +7, if tails, -3)
The Wild Card: this card looks like any regular six of diamonds. However, with a subtle tap it can change into any other card at any time. Additionally, once per day you can use this object to transform into a wild animal of the DM’s choice for the duration of one hour.
The Ring of Detection: glows faintly in the presence of humans.
The Wand of Indeterminate Magical Effect: this wand radiates immense magical power, but more often than not attempts to cast any kind of spell with it will fail. Once per day, you can roll percentage die. On any number from 2-99, nothing happens. On a 1 or 100, the user casts a Wish spell.
im so sorry but…. skdjjsjsjsnnskdkkskskskkskskskskd
armor you buy from NPCs vs. armor you get from raiding
low poly vs high poly render
Why shawty on the left looking like a giant piece of duck tape