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current mood: the first official artwork for beholders in d&d
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B.A.R.D.S
B - BARDS
A - ALL
R - RGAY
D -
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Rations for various RPG Races
[[ Source. Original creator: wats6831. Additional information and images linked under each one. ]]
Universal:
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Homemade artisan herb bread, home grown and dried apples and prunes, uncured beef sausage, munster cheese. Made a small bag from cheesecloth and tied it closed.
Discussion thread here.
Dwarf:
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Garlic chicken livers, smoked and peppered cheese, spiced pork sausages, hard tack, dried vegetables, dried wild mushrooms.
Discussion thread here.
Elf:
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Top left to right: Evereskan Honey Comb, Elven Travel Bread (Amaretto Liquer Cake with custom swirls), Lurien Spring Cheese (goat cheese with garlic, salt, spices and shallots), Delimbyr Vale Smoked Silverfin (Salmon), Honey Spiced Lichen (Kale Chips), and Silverwood Pine Nuts.
Discussion thread here.
Halfling:
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From upper left: “Honeytack” Hard tack honey cakes, beef sausage, pork sausage mini links, mini whole wheat toast, cranberry cheddar cheese mini wedge, mini pickles, pumpkin and sunflower seeds, lower right is my homemade “travel cake” muesli with raisins, golden prunes, honey, eggs and cream.
Discussion thread here.
Half-Orc:
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Wrapped in cheesecloth and tied in burlap package. Forest strider drumsticks, molasses sweet wheat bread “black strap”, aged Munster, hard boiled eggs, mixed wild nuts.
Discussion thread here.
Orc:
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Orcs aren’t known for their great cuisine. Orcs prefer foods that are readily available (whatever can be had by raiding), and portable with little preparation, though they have a few racial delicacies. Toughs strips of lean meat, bones scavenged from recent kills, and dark coarse bread make up the bulk of common orc rations.Fire roasted rothe femur (marrow is a rare treat) [beef femur], Strips of dried meat (of unknown origin) [homemade goose jerky], foraged nuts, only edible by orcs….nut cracker tusks [brazil nuts], coarse black bread, made with whatever grains can be pillaged [black sesame bread], Pungent peppers [Habanero peppers stuffed with smoked fish and olives].
More images here. Discussion thread here.
Gnome:
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Pan fried Delimbyr smelt, spiced goat cheese (paprika crusted hand pressed Fontina), Gnome shortbread (savory pistachio), glass travel jar filled with Secomber Red (wine), hard boiled quail eggs packed in rolled oats (to keep safe), dried figs from Calimshan, and Southwood smoked goat sausage (blood sausage).
More images here. Discussion thread here.
Lizardfolk:
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Lizardfolk are known to be omnivores, forage for a surprising variety of foods found within the confines of their marshy environs, in this case the Lizard Marsh near Daggerford. Fresh caught boiled Delimbyr Crayfish on wild chives, coastal carrageen moss entrapping estuary brine shrimp (irish moss, dried brine shrimp), Brackish-Berries (blackberries), Blackened Dart-Frog legs (frog legs) on spring sprouts (clover sprouts), roasted bog bugs on a stick!
More images here. Discussion thread here.
Drow:
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From top left: Menzoberranzan black truffle rothe cheese (Black Knight Tilsit), Donigarten Moss Snails (Escargot in shallot butter sauce), Blind cave fish caviar in mushroom caps (Lumpfish caviar), faerzress infused duck egg imported from the surface Realms (Century egg), Black velvet ear fungus (Auricularia Black Fungus Mushroom).
More images here. Discussion thread here.
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A short ‘n sweet explanation of the 8 schools of magic from 5th edition!
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Dungeons and Dragons Loading Screens
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Unnatural Allies
Happless adventurers who somehow found each other aren't the best choices for heros, but they can try to be.
A DnD group playlist  (https://playmoss.com/en/player/privatemumbles/unnatural-allies)(https://www.youtube.com/playlist?list=PLex6y-iYThsQP_GLeNdVWq213wBi4SEiX)
Art by @stayingdead
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D&D: Teamup Attacks
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A neat way to encourage teamwork and partnership midcombat: get a bonus when you combine your action with another character! You’ve probably seen things like it before in comics and action movies. The “fastball special” when Colossus throws Wolverine at an enemy. Hawkeye firing an arrow with Ant-Man hiding microscopically on the arrowhead. The ol’ one-two.
The mechanic I’m using for this is to let players use a teamup attack whenever two players roll the same intiative result, but you could feasibly let them do it if they ready their actions appropriately and make proper rolls for whatever they are trying to do. But otherwise, you just add some sort of condition or bonus damage to the attack, along with the regular damage from both players’ attacks. It’s that easy! After the first teamup attack, the players resolve initiative normally by figuring out which player has the higher modifier or rerolling.
The fun part of this mechanic is you or your players coming up with a special attack! Check out some examples I came up with below.
Fastball Special
Half-Orc Barbarian + Halfling Rogue: The Barbarian uses their strength to throw the rogue at an unwary enemy! The attack deals the regular sneak attack damage plus the barbarian’s regular attack damage, and then knocks the target prone.
Timber!
Fighter + Druid: The Druid casts Entangle or Thorn Whip or some such spell to wrap up the target’s feet, setting up the Fighter (or any martial class, really) to knock them down with a heavy blow to the torso or head. This deals the Druid’s normal damage from the spell (if applicable) and then the Fighter’s damage, plus knocks the target prone.
Shadow Boxing
Way of Shadow Monk + Assassin Rogue: Alternating attacks from each player jumping out of hiding and back into the shadows between each strike confuses the enemy. The target has disadvantage on all attacks during its next turn and cannot move more than 5 feet. It also takes the Monk’s and Rogue’s regular attack damage.
Nail on the Head
Great Weapon Paladin + Archery Ranger: The Ranger hits the creature with an arrow, and then the Paladin follows through with their two-handed maul, hammering the arrow deeper into the creature’s wound. This deals regular damage from the Paladin and Ranger plus causes the creature to bleed for 1d4 damage each round for three rounds.
Come to Deity
Paladin + Cleric: One of the players sweeps the target’s feet and the other whacks the back of their head, causing the target to fall into a kneeling position before the two holy heroes. The damage from both players coupled with their righteous auras causes the creature to become Frightened for one round.
Who Turned Out the Lights?
Fighter + Rogue: The Rogue pulls some of the target’s clothing or a bag over the target’s head, blinding them for 1 round if they are subject to such a condition. The Fighter and Rogue then wail on the creature with their attacks, each of which is made at advantage.
Soul Shred
Good Cleric + Fiend Warlock: The two players blast the target with spells of both fiendish and celestial energy, like an Eldritch Blast and Sacred Flame. The diametric energies surge through the target and vibrate enough to damage their very soul. The creature gains 1d3 levels of Exhaustion in addition to regular damage.
Elemental Convergence
Sorcerer + Wizard: The two spellcasters cast spells with different energy types simultaneously. The target(s) are Stunned for one round from their bodies trying to recover from the shock to their system. The creature or creatures take regular damage from the spells.
Harmonic Spell
Bard + Sorcerer: The Bard guides the energy of the Sorcerer’s spell with their musical magic, fascinating everyone who can see the spell (but not the initial targets of the spell). These creatures gain disadvantage on Perception checks and have their attention drawn to the spell’s effect, even if they were in the middle of combat, giving their enemies a chance to make Stealth checks. The Bard adds a die equal to their Bardic Inspiration die to the Sorcerer’s spell damage, without expending a use of Bardic Inspiration.
Arcane Epiphany
Wizard + Wizard of different school: The two Wizards combine the culmination of their studies to reach a magical revelation of sorts. They can each combine a spell from their chosen schools of magic to create a new spell, limited only by the imagination of the two players. For example, a Shocking Grasp and Phantom Steed launches an electrified steed at the target, becoming a regular Phantom Steed after the damage is dealt. The spell combines the damage of both base spells plus 2d6 damage, if either of the spells deal damage.
Rain of Arrows/Torrent of Blows
Ranger + Ranger: The two Rangers barrage the target with either their dual weapons or multiple arrows. The creature hesitates offering each ranger time for an additional attack in addition to their regular attacks, each at -1.
Look Behind You
Archery Ranger + Rogue: The Ranger and Rogue attack from hiding and use each other’s attacks to distract the creature from one another. The attacks deal a bonus 1d4 damage and do not reveal either player’s hiding place.
Beastcall
Bard + Druid: The Bard’s music combines with the Druid’s natural affinity to call a woodland creature to aid in the battle. This round, the Bard and Druid both deal damage from their respective spells or attacks. Next round, between the Druid and Bard’s initiative, a beast of CR 2 or less arrives to make an attack against a target the Bard and Druid agree upon, using the higher of the two characters’ proficiency modifiers to the attack and damage rolls. The beast then retreats back into the wilderness.
Eldritch Infusion
Warlock + Barbarian: The Warlock infuses the Barbarian’s open mind with the force of their patron to fuel their rage. The Warlock can use its action each round to maintain this bond. While infused, the Barbarian’s last attack each round deals damage equal to the Warlock’s Eldritch Blast damage plus 1d10 additional damage.
Dragoncall
Cleric + Draconic Bloodline Sorcerer: Through the Cleric’s exaltation to the draconic deities and the Sorcerer’s draconic origin, the two of you call a dragon to your aid. The Cleric and Sorcerer deal no damage this round. Next round, however, a Young dragon of the Cleric’s or Sorcerer’s choice arrives to use its breath weapon on a 15′ radius area they agree upon, using the dragon’s regular damage and saving throw. The dragon then leaves once its air raid is complete. (this one is a bit of a stretch, but I think that it’s fair if they forego their damage for a round to gain about 16d6 (possibly halved) damage on a small area.)
edit: It was also brought to my attention that Pathfinder’s Teamwork feats are a great example for these! Two I liked were Cover Fire and Harder They Fall. The former lets you use your ranged attacks to also use the Aid action, which i think still works in 5e. The latter lets you help an ally make a bull rush (Shove in 5e) attempt against a creature two sizes bigger than normal, which sounds like something that can be adapted! Even if you don’t use an explicit mechanic, always remember to think outside the box during he game and use teamwork to your advantage!
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Hey, I have been checking out some D&D introductory videos lately and came across this series. It uses sample characters, examples and animation to walk you through the process of learning how to play. The series has six videos so far and there is more in the works.
Here is a link to the playlist. LINK
The videos in order are intro, abilities and skills, combat and saving throws, adventuring and equipment, class features and spell casting, and character creation.
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7D tiny and all of his very cursed objects(tm)
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the f r o g
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What does happen if you die in DnD? Do you just… stop coming to the sessions?
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my twin warlocks bbs Noon and Moon UnoriginalNames they’re a team of kid detectives/str8 up con artists
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The Diem Twins of Murdoch’s Traveling Band of Wonders
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roll a d20 to give me a good well deserved dicking
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Something about the bird still made them uneasy. It was the way it sounded, perhaps – the uncertainty gave them pause. They were hard to track, harder still to attack, and perhaps hardest to separate off from the main group. The robot would be easier, but they were relying on it to get around – it wouldn't do to raise suspicion too soon. And the gruff boy who smelled of blood . . .
. . . He was off-limits. At least for the moment.
There was no sense in angering the wrong God.
Yaanev hadn't seen these things attack, but they knew that they could be hurt, maybe even killed. They knew the sound, the chattering teeth and the black tendrils whipping against the suit of skin they wore over their far frailer forms. They knew that to get one alone would be no easy task, but if they could manage it . . .
Eat. The familiar voice prompted. Eat and grow stronger. Eat and learn. Eat, so you become the scourge you were always meant to be.
But they could not, and their chance was gone. Taken in fire, and smoke, and blood. They could wait.
A second chance would come.
And now there was another of the weak-willed, hapless creatures – ripped from its artificial body wholesale, by allies they were beginning to grudgingly respect. It was dying.
It was easy to burn it alive, after that. It fried and screamed and shrivelled in their grasp, spasming in horribly lifelike ways as they crouched over it.
Its teeth were big, but theirs were bigger.
They swallowed it. It was never about the taste, or the sustenance – only the urge. Soon they would learn all they needed from this place and move on. And no one said a word to them about it, as though it had never happened –
Well, it would be their funeral.
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True love and loyal friends are two of the hardest things to find
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