"It is never too late to choose to be a different person."
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Claire Keane
macklin celebrini has autism
"I'm Dorothy Gale from Kansas"

Kiana Khansmith
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"It is never too late to choose to be a different person."
Siren by Michael MacRae
Feat: Ferocious
For the paladin holding out for that perfect Divine Smite, or the barbarian who wants to channel their inner Guts from Berserk and refuses to die, this feat is pure adrenaline and makes your critical hits feel brutal.
Rolling a critical hit never gets boring, and with a feat that rewards raw strength and lets you double down on the damage, even less so. Whether you're playing in 5e or using the new D&D 2024 rules, Ferocious is perfect for martial characters who want to make sure their heavy hits matter.
Would you take this over Great Weapon Master or Savage Attacker?
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➡️ Follow Jhamkul’s Forge on Instagram for more D&D 5e content. Help me reach 10k before the end of the year!
Grimlock
Image by Adam Rex, © Wizards of the Coast. Accessed at the Monster Manual v.3.5 Art Gallery here
[As @thecreaturechronicle pointed out in his grimlock conversion, grimlocks are (or at least were) canon in Pathfinder’s Golarion setting, but have been much neglected as of late. That’s a shame.]
Grimlock CR 1 CE Monstrous Humanoid This muscular humanoid has mottled, stony skin, oversized ears and smooth skin where its eyes should be.
Grimlocks are violent marauders native to the deep places of the world. They may come to the surface on raids to collect treasure and food—screaming meat is their favorite. Grimlocks are completely blind and rely on their ears and nose to perceive the world. As such, grimlock technology is much more functional than decorative, and grimlock art is limited to music (the more raucous, the better) and ritual scarification.
Among their own kind, grimlocks are social beings with a strong dominance hierarchy based on might. Fights between grimlocks are common to establish pecking order, but rarely result in lethal violence. Grimlocks are easily impressed by magic but have little talent for it—those that achieve some magical means are well respected in grimlock society. More intelligent and magical beings frequently exploit this awe, and grimlocks can be found as vassals or slaves from other underground races ranging from derro and drow to the strange seugathi and aboleths.
Grimlocks advance by character class, with fighters, rangers and barbarians being the most common among them. Grimlock spellcasters are frequently clerics of a demon lord or Great Old One, but grimlocks with levels in psychic are not unheard of.
Keep reading
I enjoyed a video on being a player at the table recently and wanted to share it with you all. It goes a bit long, I feel, but at the heart of it, for me, is that a D&D character shouldn’t just be a backstory stapled to a stat block. They should be an engine for play.
A person with needs, contradictions, blind spots, fears, assumptions, wants, and opinions that will actually form attachment to the world, story, NPCs, Players (and their characetrs) and, of course, sometimes collide with the world and with the party.
The best character choices are the ones that give the table something to work with.
Know what role you’re playing in the story in the dramatic sense. Are you the skeptic? The heart? The moral compass? The chaos goblin? The truth seeker? The person who says the ugly thing out loud? The one who makes bad decisions for interesting reasons? Your task is to bring something alive to the table that can be challenged, tempted, wounded, proven wrong, and transformed.
It touches on a misstep I see a lot of players make: arriving with every answer pre-written, or an end-game expectation. I believe you'll see better results if you leave blank spaces. Let the campaign teach you who your character is.
Track what your character believes. Track who they trust. Track who they resent. Track what scares them, what they’re avoiding, what they keep pretending not to want. Hell, do yourself a favor and jot some notes you observe in what the other players do here for their characters and they'll LOVE that too.
Because that’s where the actual characters in your campaign live. Not in the backstory or the expectations you set away from the table, but in the moments of pressure, development, change and its impact, and how it all feels during play.
The trick is to make choices that are strong enough to matter, but flexible enough to evolve. Think of the game you're playing and consider this: Your character is loaded dice. Roll them and let the moment shape what they become.
Necromancer vs Diablo by Aaron Griffin
Conan the Barbarian - art by Doug Beekman (1970s, 1980s, 1990s)
TTRPG Sunday~~~ 🧚🏻♀🧝🏻♂🧙🏻♂
Harvesting Stick Weapon (quarterstaff), Uncommon (requires attunement)
Crafted from the branch of an ancient olive tree, this quarterstaff is used by monks to gather fruit from the highest branches and defend their tranquil homes from any threat. Its surface holds a faint, perpetual sheen of oil.
This item is a perfect companion for a Monk of the Way of the Olive Grove, turning a humble quarterstaff into a weapon with surprising reach and potent strikes.
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BSKY
Recent Commission!
Haven't done something in this style for some time now!
A rural outpost established to patrol the surrounding countryside and keep roads safe - and ensure that local taxes are paid on time and in full. It's a simple defensive structure, consisting of a ten foot stone curtain wall, barracks, and a square, two story tower with battlements. It is unlikely that it would withstand any serious attack or siege, but is sufficient to defend against peasant uprisings and local banditry. The garrison consists of three squads of soldiers (5 men + a sergeant in each) led by a single officer. +++
This is a 3 layer map sized for a 20x20 grid. Supporters can download the full size PNG / VTT files in night/day + grid/gridless variants.
Here's Gwillyth the iconic shadow from Draw Steel.