/r/DungeonsAndDragons

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/r/DungeonsAndDragons is a community dedicated to the tabletop RPG 'Dungeons And Dragons' and it's various iterations and branches

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/r/DungeonsAndDragons

601,220 Subscribers

4

"Supper" DnD party Illustration

2 Comments
2025/01/31
21:00 UTC

28 Comments
2025/01/31
20:56 UTC

117

I painted Tiamat and got a giant print to deck out my desk!

12 Comments
2025/01/31
20:49 UTC

1

Wild Magic Sorlock Advice

Hi!

I am about to start a new campaign from seventh to twentieth level.

We've started thinking about characters and I'd like, after several campaigns played with melee fighting characters, to get out of my comfort zone and try something different.

I am very attracted to the idea of the Sorlock and in particular I would like to focus more on controlling the battlefield than on damage.

The character idea is already there: Wild Magic Sorcerer + Warlock Archfey, and as a race the Satyr. The combination fits well on the level of lore and background, but I'm not convinced on the mechanical level for combat.

Starting at 7th level, do you have any advice on how to proceed with creation and what to take next?

Advice on combos and level balancing?

Thank you very much!

2 Comments
2025/01/31
20:30 UTC

1

Looking to join

Hi, I’m 23, live in the U.S. and my last DnD was with a group over discord. We choose a video game and used it as our board. The DM would summon creature and make villages to simulate the current adventure. We would use dnd beyond and join a server on their so everyone could see the dice rolls. Is there anyone like that. I’ve been wanting to get back to dnd for the past couple years now. I’ve also recently got into a deep depression and I’d love to get back into the only role playing game I’ve ever loved before…

2 Comments
2025/01/31
20:01 UTC

3

D&D business Idea: Need feedback

Hi everyone. I am thinking of starting a D&D business and I need your honest feedback. Before I go ahead or discard it, this is the first step in validating if it has legs. So please be brutally honest.

Hypothesis/Product Proposal

People will pay money to have a great D&D experience. D&D in a castle shows there is a demand for live D&D experiences, but not many people can afford to pay 5-10k for a weekend.

I will partner with a great location to provide an all-in-one D&D experience.

Accommodation/Food/DMing for a weekend for groups of 6.

So the questions I need answered:

  1. Would you potentially pay for this?

  2. How much would you pay for this?

  3. If you were to pay for this, what would be the most important factor in making it a success?

Background:

I co-own and run 2 businesses. I have been a DM for 10 years

43 Comments
2025/01/31
19:57 UTC

10

Fire Bolt with multiclassing. Does the damage still increase?

My DM and I were looking at cantrips to use for my level up and stumbled upon fire bolt. But we had some discussion about it. My DM sets the rules and I will always listen to my DM but I do want to know if I am just reading it wrong.

I just multiclassed into wizard for lvl 7 and I am already 6 levels in arcane trickster. So 1 lvl wizard and 6 levels rogue arcane trickster.
Fire bolt's damage increases based on which level you are. But is that specific for the lvl of the class of the origin of the spell? Or for lvl in general?
If I would take the fire bolt spell as a wizard, am I doing 2d10 fire damage (since I am lvl 7 and from lvl 5 the damage increases) or am I doing only 1d10 fire damage (since my wizard lvl is 1 and the cantrip comes from the wizard)?

I thought it looks at the general lvl of my character and not class specific, but I could be wrong.

17 Comments
2025/01/31
16:12 UTC

0

What is this Group called?

So i remember watching a group of people playing dungeons and dragons and the series was animated. One dude played an old guy that could cast magic, another one played something like a horus, a woman played a vampire i think and i also think that there was a fourth player but I can't remember correctly. That is everything I remember, it would be nice if someone could help me :)

9 Comments
2025/01/31
14:26 UTC

71

How every campaign of DnD starts feeling at a certain point.

14 Comments
2025/01/31
14:18 UTC

27

Very long drive to do, give me a DND podcast.

About to spend a very long time in a car seat and need something to keep me entertained and engaged.

I like campaigns with comedy that don't take themselves too seriously but still with knowledgeable players and a DM.

My most recent binges have been NADDPOD's campaigns.

One of the D20 campaigns is probably the most obvious answer but maybe someone has something more obscure they loved.

92 Comments
2025/01/31
13:29 UTC

1

Homebrew Ranger Subclass: Conclave of the Deathstalker

Deathstalker Conclave (Ranger Subclass)

Rangers of the Deathstalker Conclave are relentless hunters who walk the line between life and death. Whether they serve as fate’s enforcers or simply revel in the thrill of the hunt, these rangers strike terror into their prey with an unshakable presence and supernatural lethality.

Death’s Mark (3rd level)

You can mark a creature for death, ensuring it cannot escape your relentless pursuit. As a bonus action, you can mark a creature you can see within 60 feet. The mark lasts for 1 minute or until the creature dies. While marked:

Your first weapon attack against it each turn has advantage.

When you deal damage to it, it takes additional psychic damage equal to your Wisdom modifier (minimum of 1).

If the target attempts to disengage, teleport, or escape using magic, you can use your reaction to move up to your speed toward them without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Relentless Stalker (7th level)

Your movements are swift and unerring, making escape futile. You gain the following benefits:

Your walking speed increases by 10 feet, and you ignore difficult terrain while moving toward a marked target.

When a marked target attempts to flee, you can use your reaction to make an opportunity attack against them, even if they take the Disengage action.

If your marked target dies, you can immediately mark another creature within 30 feet as part of the same reaction

Dread Presence (11th level)

Your very existence instills fear in those you hunt. As a bonus action, you can force all creatures of your choice within 30 feet to make a Wisdom saving throw against your spell save DC. On a failure, they are frightened of you for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on a success.

Additionally, creatures frightened of you suffer the following penalties:

They cannot take reactions while within 10 feet of you.

Your weapon attacks against them score a critical hit on a roll of 19 or 20.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all uses on a long rest.

Avatar of the Inevitable (15th level)

You embody the relentless force of death itself. As a bonus action, you can transform for 1 minute, gaining the following benefits:

You gain resistance to all damage except force, radiant, and psychic.

Your attacks against marked creatures ignore resistance and immunity to nonmagical weapon damage.

Marked creatures automatically fail saving throws to resist being frightened by you.

Once per turn, when you hit a marked target with a weapon attack, you can force them to make a Constitution saving throw. On a failure, they drop to 0 hit points if they have 50 hit points or fewer.

Once you use this feature, you cannot do so again until you finish a long rest.

3 Comments
2025/01/31
13:14 UTC

1

Homebrew druid subclass: circle of eldritch hunger

CIRCLE OF ELDRITCH HUNGER

Feral Hunger (2nd level)

Your form begins to take on the twisted features of the wendigo. You can use a bonus action to enter a state of eldritch hunger for 1 minute. While in this state:

You can make unarmed strikes using your Wisdom modifier for attack and damage rolls. Your unarmed strikes deal 1d8 necrotic damage.

When you hit a creature with an unarmed strike, you regain hit points equal to half the necrotic damage dealt.

If you reduce a creature to 0 hit points with this attack, you can move up to half your movement speed as part of the same action without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Lurking Dread (6th level)

You exude an aura of supernatural horror. As an action, you can manifest your eldritch presence, causing creatures of your choice within 10 feet to make a Wisdom saving throw against your spell save DC. On a failure, they are frightened of you for 1 minute. A frightened creature can attempt the save again at the end of each of its turns, ending the effect on a success.

Additionally, while a creature is frightened of you, you can see it even through magical darkness or invisibility.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all uses after a long rest.

Echoes of the Starved (10th level)

Your unnatural essence lets you walk the boundary between life and death. You gain the following benefits:

You can cast speak with dead at will, but only to communicate with creatures you have personally slain.

When a frightened creature within 30 feet of you dies, you regain 1 expended spell slot of 3rd level or lower.

You become resistant to necrotic and psychic damage.

Aspect of the Hollow Maw (14th level)

You fully embrace the form of the eldritch wendigo. As an action, you can transform for 1 minute, gaining the following benefits:

You grow elongated, spectral claws. Your unarmed strikes now deal 2d8 necrotic damage.

You can move through difficult terrain without extra movement and climb vertical surfaces as if they were normal terrain.

When you hit a creature with an unarmed strike, it must succeed on a Constitution saving throw or suffer one level of exhaustion. A creature cannot be affected more than once per transformation.

If you reduce a creature to 0 hit points, you can make another unarmed strike as a bonus action.

Once you use this feature, you cannot do so again until you finish a long rest.

1 Comment
2025/01/31
13:07 UTC

66

A castle ruin in snow and ice [60x85] (and a quest idea)

2 Comments
2025/01/31
12:56 UTC

4

Unyielding Spells - Smite & Shot [Trench War]

2 Comments
2025/01/31
12:50 UTC

13

“Nadir Arshkan” (desert ranger) hope you like it!

8 Comments
2025/01/31
12:16 UTC

14

Grand Terminal - Plaza [20x33] [Battlemap] [OC]

2 Comments
2025/01/31
12:15 UTC

1

[Art] Cavern of Corruption - Broken Bridges 50x50 battle map

2 Comments
2025/01/31
12:12 UTC

5

D&D Online?

Hi all,

I’ve never played D&D although I’m a big RPG game fan. I’m 38 and based in Scotland and would like to try it out.

I also, and this isn’t a problem, have no local friends.

Is it possible to play D&D online? And if so, what are some good resources/sites/apps for doing so?

Thanks

13 Comments
2025/01/31
12:09 UTC

3

New Campaign Idea (Merge of homebrew and Waterdeep : Dragon Heist)

I would like to get some advice or some suggestions for an upcoming idea of mine for a dungeons and dragons campaign. My current party have voiced their wishes to end out CoS campaign after a year and some change and they have voiced their wishes to try something less dampening and horror with something more upbeat like the being the heroes of Phandalin in our previous module campaign, Lost Mines of Phandelver.

My upcoming idea for a future campaign is to introduce the lore and light story of Waterdeep : Dragon Heist where I get to roleplay the various guilds, factions, political leaders and more within the city of Waterdeep but also get a chance at a cool idea of mine for a long campaign or short should the party wish to pursue things after the module.

My idea is this, I run the module slightly homebrewed to align with my way of running a campaign as well as add some flavor for my friends. But during the campaign and after I introduce a homebrewed campaign within the Yawning Portal tavern similar to The Mad Mage. I know the mad mage module adds more levels but I had an idea that improves my doubts for the campaign and that is to include a multi level dungeon crawl into the yawning portal tavern where multiple guilds, and factions have plundered into it hoping to make riches and exploits as they farm the endless waves of monsters and floors uncovering magical items and materials for crafts against magical beasts rare to the land of the forgotten realms as well as compete with other factions and guilds. Possibly adding new items like teleportation crystals, or possible guild quests or reputation quests with factions. Kind of like an RPG MMO. Now that I type this I can think of anime like Solo Leveling, Danmachi (is it wrong to pick up girls in a dungeon) or even Sword Art Online just to name a few. Could think of it like raids in World of Warcraft too.

My idea is to take inspiration from anime and books as well as video games to introduce a fun and competitive mini game campaign where the party can throw themselves into the dungeons hoping to make a name for themselves and use their exploits to sell off to vendors or use their coin to gather better equipment to allow them to venture further. Though once they reach the lower depths it gets more dangerous and at the bottom of the dungeon they are shocked to find the creators of this evil ploy. None other than powerful mages and spellcasters pooling together a darker and sinister plot. They have been using magic to create an endless dungeon that changes and alters every day full of puzzles and creatures testing the locals and the efforts of adventurers hoping to learn of their tactics and potential or possible dangers so that they could eventually overthrow mankind on the surface and cause a great catastrophe after learning of ways to overpower the adventurers of the forgotten realms.

This is only a very shallow idea and isn't too thought over but I wanted to get it out there and on paper in hopes of finding like minded people with ideas or advice for how I might be able to incorporate something like this OR even how to homebrew the Mad Mage module to allow me to do just that.

I am open to suggestions

Thank you for your time if you have read this far.

1 Comment
2025/01/31
06:21 UTC

25

BEHOLD! BOROKAI SHIELDBREAKER!

My dwarf rogue and one of my favorite all time characters!

6 Comments
2025/01/31
03:28 UTC

3

Secrets of the Sea of Sorrows - Ravenloft Lore

1 Comment
2025/01/31
02:59 UTC

1

Hunting for B&G Dragonlance Steel Edition for love!

Long shot here but I have been scouring the internet and shops around me and closer cities for a copy of the Beadle&Grimm Steel edition of the the game to no luck. Does anyone have any leads or just have one they want to sell? You'd make a husband a real winner this Valentines day for his amazing wife.

1 Comment
2025/01/31
02:58 UTC

95

Hand Drawn Map of Thundertree

9 Comments
2025/01/31
02:20 UTC

0

Kansaldi-Fire Eyes Cleric Level?

Anyone know what Level of Cleric Kansaldi Fire Eyes is From Dragonlance Shadow of the Dragon Queen I'm trying to give her a More expansive Spell List w/ REAL spell Slots so that it feels like a More realistic Battle against a Fanatical Cleric and ever since WotC decided to just give all spellcasters a Small Useless List of Spells where they can only use each spell Once, it's been impossible to tell what their Class Level Is

2 Comments
2025/01/31
01:12 UTC

0

Homebrew Paladin subclass: oath of silence

Paladin: Oath of Silence

The Oath of Silence

Tenets of Silence Just like the paladins that take up this oath the tenets are simple and stoic

Stay vigilant. It's important to be aware of your surroundings to be safe

Stay quiet. It's easier to identify the solution to problems when you listen more than you speak

Stay stoic. Less words have more weight and most problems are resolved through wise actions

Stay calm. In moments of crisis panic does nothing, so keep yourself and your allies calm

Stay true. You speak little to no words so they shouldn't be untrue

Oath Spells You gain oath spells at the paladin levels listed.

Oath of Silence Spells Paladin Level Spells

3th Absorb Elements, Illusory Script

5th Wrist pocket, Silence

9th Catnap, Counterspell

13th Mordenkainens private sanctum, Aura of Purity

17th Mislead, Steel wind strike

Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.

MIND'S EYE As an action, you can choose a humanoid creature with intelligence, in a 60 feet radius, to peak into its mind in a one way pcychic link to understand what it's thinking and how it feels for a single round

VICIOUS MOGERY As a bonus action, you gaze into the soul of a humanoid creature with intelligence from 30 feet away and negatively influence them giving them disadvantage against you and giving you advantage on Charisma check again them for the next 5 minutes. (Blinded enemies are immune)

AURA OF SILENCE Starting at 7th level the air around you in a 10 feet radius seemingly stays still and you can choose to nullify any spell with verbal components up to (proficiency bonus) times. Also you have resistance to thunder damage

At 18th level, the range of this aura increases to 30 feet.

CALM BEING Beginning at 15th level, you are immune to the frightened and charmed conditions and you can cast calm emotions without expending any spell slots. Also you have advantage of insight skill checks

SILENT RAPTURE At 20th level, as an action, you can use your lay on hands to make unarmed melee spell attacks equal to 1d6 + your Charisma modifier + (lay on hands) ×3 pcychic damage. As a side effects white light emits from your hands and they targets eyes and mouth

In addition if the targets drop to 0 hp after using Silent Rapture it's head explodes causing fear and terrifing enemies in a radius half (rounded down) of the damage the target took. Also it can't become undead

13 Comments
2025/01/31
00:46 UTC

0

Homebrew Bard subclass: collage of streets

COLLEGE OF STREETS

STREET BORN Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

SELF TAUGHT At 3rd level, you get proficiency in thieves tool and two others of you choice. You also learn thieves' cant good enough to understand most thing however with a Wisdom(insight) check of 12 DC rogues can tell you're not one of them.

STREET RAT Also at 3rd level, you know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

INSPIRATIONAL SHANTY At 6th level, once per long rest you can spend a minimum of 10 minutes in a busy part of a town singing a song or putting on a show to earn some gold. Roll a d20 + your Charisma (Performance) modifier and you get double that number in copper coins. Also on a natural 20 a mysterious individual wearing a blue robe drops a magic doubloon that you can consume it to cast the spell Jim's Glowing Coin once

URCHINS DEFENSE At 6th level, while you are wearing no armor and not wielding a shield, your AC equals to 10 + your Charisma modifier + your Dexterity modifier

IMPROVED THIEVES' CANT At 14th level, you are now well-versed in thieves' cant and rogues cant detect that you're not one of them

A DEBT REPAID At 14th level, you can expend one of your Bardic Inspirations to call in a favor from some old friends and summon humanoids that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: • One humanoid of challenge rating 2 or lower • Two humanoids of challenge rating 1 or lower • Four humanoids of challenge rating 1/2 or lower • Eight humanoids of challenge rating 1/4 or lower A summoned humanoid disappears when it drops to 0 hit points. The summoned humanoids are friendly to you and your companions. Roll initiative for the summoned humanoids as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the humanoids’ statistics.

1 Comment
2025/01/31
00:42 UTC

0

Homebrew ranger subclass: hidden mist conclave

RANGER: HIDDEN MIST CONCLAVE

LIVING MIST: Starting at 3rd level a magical fog cloud appears in your vicinity that heed to your every command (the effects of the living mist don't stack) • When an enemy is inside the mist it recives 1d4 poison damage on a failed Constitution save of DC 10 + your Wisdom modifier every turn (At 7th level poison damage becomes 1d6, At 11th level poison damage becomes 1d8, At 15th level poison damage becomes 1d10) • The mist occupies a 5 feet cube and a 10 feet cube when you're in favored terrain • The range of the living mist is 60 feet around you • Speed 30 feet • HP: 5 +5 times your ranger level • AC: 5 • Strength: 1(-5), Dexterity 19(+4), Constitution 10(0), Intelligence 1(-5), Wisdom 1(-5), Charisma 1(-5) • If the mist gets destroyed it respawn on a short rest with full hitpoints
• The mist is immune to all conditions and to slashing, bludgeoning, piercing, necrotic, poison and psychic damage • The mist cannot pick up, push or pull anything • The mist moves at your command without expending an action of your own • When you or any allies are inside the mist they are considered hidden • When an enemy is in the mist it becomes blinded on a failed Wisdom save of DC 10 + your Wisdom modifier

HAZARDOUS CLOUD: Starting at 7th level: • When you or any ally is inside the mist they have resistance to poison, cold or necrotic damage. You can change the damage type on your turn. • When the mist in inside an enemy they have vulnerability to poison, cold or necrotic damage.You can change the damage type on your turn.

IMPROVED LIVING MIST: Starting at 11th level: • The mist occupies a 10 feet cube and a 15 feet cube when you're in favored terrain • The range of the living mist is 90 feet around you • When you or any allies are inside the mist they are considered invisible • You can use the mist to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time. The mist can't attack, activate magical items, or carry more than 5 pounds. • When you're inside the mist you deal double piercing, slashing, bludgeoning damage to favored enemies • You can use your reaction to move the mist

ELDRITCH FOG: Beginning at 15th level, when you cast a melee or ranged spell it can originate from either yourself or the living mist

BORN FROM A CLOUD: Also at 15th level, you can absorb your mist and get its hitpoints and temporary hitpoints. The temporary hitpoints last until the mist is respawned

1 Comment
2025/01/31
00:41 UTC

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