
Price: $2.00
So, my D&D party asked me if I had ever considered creating some Cleric divine domains based on deities from Indian Mythology and how cool it would be if such a thing existed! This is what came of that little question.
Sky Domain: Garuda is a great winged bird who constantly travels between the various planes of existence. Born into slavery to the snake-people, he won back his freedom by traveling to the realm of the gods, defeating their best warriors, extinguishing a terrible wall of flame, devouring two powerful snakes, and retrieving the nectar of immortality. But having taken this divine nectar, Garuda was never tempted to taste it. The king of the gods, impressed by the Garuda’s sense of honor and duty, offered his friendship, and once the great bird had won back his freedom from the snake people, stole it back from them.
Garuda promotes the ideals of detachment, freedom, duty, exploration, strength, self development and a generally hermitic life.
Air Domain: Hanuman is a powerful monkey deity born to the wind god Vaayu. He was one of the generals in the army of the warrior-king Rama, where he performed many miraculous deeds during his service, including but not limited to: crossing the entire ocean in a single bound, infiltrating the demon kingdom in disguise, finding Rama's kidnapped wife Sita, destroying numerous demons single-handedly, burning down the demon city of Lanka while tied up and with his tail on fire, and retrieving the entire Dronagiri mountain in his search for the mystical Sanjeevani herb.
Hanuman promotes the ideals of humility, duty, strength, justice, mercy and self development.
An assassin jumps out of a window into a crowd, the guards follow but it is too late, the assassin has already disguised themselves as someone else and vanished into the crowd.
A bugbear strikes a seemingly helpless gnome, but before the bugbear can react, the gnome leaps out of the way, leaving a gout of flame in it's place.
A half elf is transported to the astral plane where his furious patron awaits him, commanding him to fufill his end of the bargain bringing to the patron the blood of the innocents. The half elf pulls out a bucket of cows blood and says simply, "I already have."
Not all rogues rely on their own finely trained skills, there are some who seek pacts with extraplanar beings in exchange for power. Left unchecked these rogues often swindle their patrons out of their power and even find creative loopholes out of the bargain they have struck. While the deal is still in place, however, these rogues act as the silent hand of their patron.
The Pact Breaker is a new archetype for the rogue class that focuses on giving the class an occult play option. By making a pact with a patron a pact breaker gains eldritch magic, and infuses this magic into their dodges and strikes.
Price: $0.00Here is a class that I was thinking for a while. I wanted another divine caster but didn't think of how to do it for a while. I always thought that the cleric was a little too close to a warrior in some ways with stuff like their armor proficiency.
I might come back and work with the lore a bit more in the future. However for now I think that it is alright. I eventually would feel better if the lore covered a whole page.
I still need to play test it because it is still something of a beta.
Price: $0.50This is a module designed for one player and a DM. It can be scaled for more than one character. It is ideal to have a third level character.
Price: $0.99"Y've never heard of Eris, cutter? Not surprised. It's the kind of place that finds you, not the other way 'round. But if you do manage to make your way there one day, tell Big Jim that I still haven't forgiven him for the way things went down on Avalas..." -Corl Kol'chakk, former member of the "Night Stalkers"
Welcome to Eris, headquarters of the Concordant Opposition Society and general hive of scum and ambivalent villainy! This city, known colloquially as the Golden Apple, is meant to be used with the Concordant Opposition Society organized play rules (https://www.dmsguild.com/product/265321/The-Concordant-Opposition-Society-Core-Rules), but if you're just looking for a planar base of operations, Eris may just be the setting for you! By default, it's set on the Outlands, but it can just as easily be incorporated into your campaign as a private demiplanar base of operations.
With this Guide, you can uncover the secret of Transcendent Harmonization, untangle the mystery of traveling on the Outlands, and get a local's knowledge of the Golden Apple's layout. The Guide also includes one (1) map of the general overlay of the city. As more of the city's lore is fleshed out in our ongoing campaign, this Guide will be updated accordingly.
Enjoy!
Virtual tabletop dungeon maps of the WOTC adventure Waterdeep: Dragon Heist Map 4.4 Theater Map.
It's intended for online play, but a hi-res option is included that can be printed out and used on the tabletop.
This set includes all four seasons of weather, day/night, and grid/no-grid variations! A DM Notes and a "Blank" map is included too in case you want to modify the map! The digital download includes 14 maps. This is not the complete set of Dragon Heist maps, it is only for the Map 4.4 section of the adventure.
The maps are designed with a 5 ft. grid, which corresponds to one inch at 75dpi and at 150dpi. (You can download it at 75dpi, 150dpi, or both!)
Samples below: (To get a more detailed view right-click on the image and select "Open image ina new tab" or simply download it! Keep in mind that these maps shown are lo-res partial samples, not the full map.)
The Village of Sandford is suffering from a terrible curse; villagers are disappearing in the forest. Can your party help save the village?
"Tower of Tragedy" is a stand-alone adventure designed for 4th level characters, that involves elements of forest exploration and a short dungeon crawl. "Tower of Tragedy" promises a compelling story, interesting mechanics, and engaging battles.
Includes full description for the Village of Sandford, the adventure, a new monster, and two new magical items.
Price: $2.67When gods and goddesses descend to the Material Plane, they are often struck with the whim of romance––and demigods are the result. This content pack includes 7 detailed demigods, each with a page-long summary of history, traits, and ideals, and a full stat block. Includes:
Andraste Mistwood, child of Sune, goddess of beauty, and a mortal mirror-maker called Quelana. One of the most beloved companions of Neverwinter.
Corvus, son of the Raven Queen, goddess of death's natural passage, and an unknown mortal. Scourge of the necromantic community.
Daena Sweltersong, daughter of Loviatar, goddess of suffering, Milil, god of poetry, and a mortal woman called Lyandra. A bard extraordinaire that can reduce the hardest adventurer to tears with a single note of her violin.
Lukk Gnashfang, son of Gruumsh, evil patron god of orcs, and a mortal woman called Luaka. Meant to be the revival of Gruumsh's hold on Faerun, but instead turned against his father and fights for the freedom of orc-kind.
Mara Palehunt, daughter of Auril the Frostmaiden, goddess of winter, and a mortal hunter called Ivor. Ranger and defender of the northern woods.
Oskar Daenheim, son of Talos the Stormlord, god of destruction, and a mortal woman called Diesa. Roves the Sword Coast with his band of notorious pirates, bringing down storms on the weak and misfortunate.
Scarthe, child of Talona, goddess of poison and disease. Crafted from mud and clay, they wander from grove to grove spreading plague and disease in their mother's name.
Price: $2.49You have lived most of your life already, but approaching your final years something suddenly changed. This was a change of great significance that propelled you to spend your golden years out in the world, traveling and fighting monsters.
This is a new character background option for D&D 5e meant for characters that have lived most of their life already and are just now going on adventures. If you ever wanted to play an old character, this might be your chance!
Barbaric strength, clerical wisdom, and bardic charisma can go a long way in any Dungeons & Dragons campaign. But what about wizardly intelligence? The skillsets of History, Arcana, Religion and Nature may lack the drama of a stealthy approach or the heroism of an athletic grapple, but they surely ought to have a role to play in the success of any party.
These rules are about helping the most intelligent and bookish characters to contribute to their party’s success by learning from the written words around them. The rules describe a framework for finding, perusing, and studying books to learn new skills and gather in-game benefits based on useful knowledge.
I formed this Oath for a home game where another player wanted to be a gunslinger paladin and have his Oath affect his abilities as a gun-wielding combatant. They liked the idea I gave so I am posting it here for others to possibly pick up to enjoy.
It is written not as a standalone, in that the existence of guns within the world you are playing in, should be discussed first with your DM, but we are using Matthew Mercer's gun Slinger Fighter Archetype PDF that introduces rules for firearms, crafting and using them. The rest of the Oath is to give the class flavor of a holy warrior and creator who uses his creations (The guns) to bring justice through fire and smoke born from powder and steel.
This Option gives the paladin who chooses it the proficiencies to create and use firearms, rules that could vary from table to table so doesn't contain its own rules for gun creation and stats. It also offers the paladin the option to change their fighting style from the one they chose at level 2 to archery, an option they don't normally have but that fits the gun user theme. From there I built the oath on the structure of other oaths theming it toward ranged and gun-related combat, with Oath Spells pulled from the ranger for the added range capabilities.
I tried to balance the class by not allowing the use of Divine Smite on all attacks, but still offering the option to do so through the Channel Divinity ability, Divine Arsenal.
For the Paladin Aura granted by the Oath I wanted something that would fit to make the Paladin dominant in shootouts, but would also be helpful somewhat in melee conflicts, so their Aura of Steel grants resistance to Piercing damage, the most common form of Ranged damage.
Then as the Oath feature aligned with the fighter Archetype feature in level, and because our group is using Matthew Mercer's rules for Firearms as our games base, I made the level 15 ability a mirror of the Gunslinger's level 15 granting the ability to reload the Paladin's Firearms as a bonus action, this, however, could be changed if your game has firearms that are more powerful per shot but take longer to reload, but reducing the time required to reload by a good degree. I.E. if the guns in your game do 6d6 Piercing but take 3 rounds to load, Perhaps make it 1 round to load when the paladin gets this ability.
Lastly, the Creme de la Creme the Level 20 oath ability that allows the Paladin to become an embodiment of the oath they swore at level 3 I went in a direction to make them the most dangerous of foes in a shoot out scenario with a thick obscuring smoke spreading from the paladin that they and their allies can see through and which damages enemies that stand within it while completely obscuring the Paladin and their allies without harming them. Beyond that, the paladin is allowed to just keep pulling the trigger as their gun becomes magically loaded for the duration and they gain the ability to fire their weapon as a bonus action.
So keep in mind about the level 20 ability that all of the level 20 abilities for Paladins seem a bit overwhelming from the top.
I will say that when I offered this at first the player was disheartened that there was no connection to the trick shots of the gunslinger, but with after reminding them that while the fighter gets second wind extra attacks and extra ability score improvements, the paladin gets magic, including but not limited to a magical mount and powerful smites that activate on their next successful attack.
Price: $0.50This is a one page module, it is meant to be added with modules that have guns in it already. This is the rule set to allow for RWBY-esk transforming melee weapons that are also guns.
Price: $0.50Whether two characters in your party have struck up a romance; you’ve finally convinced your partner to play; or you’re looking for a fun way to celebrate Valentine’s Day with friends, a loved one, or your entire gaming party, this adventure is for you!
This product includes:
1-3 hour adventure adaptable to any setting or party size
All necessary stat blocks for NPCs and descriptions of NPCs and their motivations
A menu and map for The Lovers’ Nook Inn and town map to aid exploration and gift-getting
If you’re interested in starting your own one-on-one game, check out our first adventure First Blush, available for download on DMs Guild.
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Price: $2.14Deep in each civilization’s roots, there are myths, remedies, and folklore, all revolving around the ailments that affect its people. When each Dungeon Master wants to expand on the details of the societies that unfold before their very eyes, tools that spice up the process become a vital weapon. This supplement will hopefully become one of them, as DMs become inspired by the grim, epic or mundane conditions of the human body and mind.
In this fantasy grounds module, you'll find 11 fully detailed diseases, including:
Note: You are viewing the Fantasy Grounds module product page. If you are looking for the PDF version, click here.
Within these digital pages you'll find a step-by-step character guide to building an Adventurers League legal Library Agent from the Nerdarchy 5th Edition Dungeons & Dragons character build library. As a bonus we include a variant build option.
For Dungeon Masters
Dungeon Masters, don't worry - we've got something for you as well. We include the Library Agent NPC stat block for use as an ally, enemy or villain in your own home games. The Library can be place of magical secrets and antiquities that has aganets that both defend it and go out into the world to serve it's interests.
Price: $1.99While half-elves of any kind are not that common, it is rarer still to see the child of a human and a drow. The drow are a vicious, reclusive culture, xenophobic at best, and so it takes unusual circumstances to result in half-drow children.
Some half-drow do not appear much different to other half-elves, though you may notice them to be slightly light-sensitive. They tend to keep the very pale eyes of their drow side. Skin tones tend to be dark though less grey in tones than full drow. Those half-drow who also have pale hair tend to be the easiest to identify.
Half-drow are nearly always raised either by the human parent or by both in seclusion somewhere to avoid prejudice or violence from either human or drow societies. This leads many half-drow to leads lives in the shadows or away from cities entirely.
Price: $0.00Not all bards sing tales of famous heroes conquering ancient evils or glorious battles. Some derive their performances through movement. Unlike dancers, however, mimes are able to astound their audience, making them believe in the unseen. You have mastered this technique, and through your magical training you have been able to actually produce invisible barriers.
A subclass inspired by mimes and mimicry.
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If you like this homebrew, check out my collection!
Price: $0.50Tally-Ho! forge a bond with a winged beast and fly into combat with the Falconer, a new Archetype for the Ranger class of Dungeons & Dragons 5th edition.
Price: $1.14The cure to a terrible plague lies in a mysterious tome in the possession of the Arcane Academy. Unfortunately, this tome - the Otherplane Curiosity - lies deep within the dangerous Restricted Section of the Academy's library, and it is up to a band of hardy adventurers to retrieve it in this one-session adventure for characters level 1-3.
Price: $2.99