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By Simon Dymond and Karl Poyzer
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This got me thinking about some great times my D&D players or an NPC (played by me) really leaned into an injury as a chance to roleplay.
Taking a rough hit and being woozy and having difficulty summoning words to speak and warn others
Taking a hard trip (was a hit to the legs) and asking to limp (move at half speed) for the battle, and describing future actions with that limp
Rolling a "1" during a punch and acting as if their fingers on that hand hurt badly (broken!) and roleplaying they favored the other hand and kicks
Yes, these may not be RAW mechanics, but when a player elects to take what happens into their character narrative and help paint a vivid picture rather than just "I miss" or "I attack with my sword" or "Dang, that's 24 damage to my character" then I personally believe this makes for better storytelling and a more engaging game.
What are some examples you've seen of players (including yourself) coming up with mechanics or describing and running with injuries on the fly based on the outcome of rolls or events? How have you had fun describing injuries?
Yay, unsolicited advice time! Or, not really advice, more like miscellaneous tips and tricks, because if there's one thing eight years of martial arts has equipped me to write, it's fight scenes.
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Fun things to add to a fight scene (hand to hand edition)
It's not uncommon for two people to kick at the same time and smack their shins together, or for one person to block a kick with their shin. This is called a shin lock and it HURTS like a BITCH. You can be limping for the rest of the fight if you do it hard enough.
If your character is mean and short, they can block kicks with the tip of their elbow, which hurts the other guy a lot more and them a lot less
Headbutts are a quick way to give yourself a concussion
If a character has had many concussions, they will be easier to knock out. This is called glass jaw.
Bad places to get hit that aren't the groin: solar plexus, liver, back of the head, side of the thigh (a lot of leg kicks aim for this because if it connects, your opponent will be limping)
Give your character a fighting style. It helps establish their personality and physicality. Are they a grappler? Do they prefer kicks or fighting up close? How well trained are they?
Your scalp bleeds a lot and this can get in your eyes, blinding you
If you get hit in the nose, your eyes water
Adrenaline's a hell of a drug. Most of the time, you're not going to know how badly you've been hurt until after the fact
Even with good technique, it's really easy to break toes and fingers
Blocking hurts, dodging doesn't
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Just thought these might be useful! If you want a more comprehensive guide or a weapons edition, feel free to ask. If you want, write how your characters fight in the comments!
Have a bitchin day <3
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tabletopresources · 2 days
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One of my favourite terms in English is “snow ghosts.”
Many native speakers may not even know this if they don’t go to high mountains often! “Snow ghosts” are trees covered with layers of rime frost from fog. And they look kinda spooky
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Magic the Gathering: "Displacer Kitten" by Campbell White
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finally got around to drawing the makeover for dead man's fingers fungus ✨
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Winter Captures the Night by EranFowler
This artist on Facebook
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renegade_dark 
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My handmade TTRPG dice for A., Telemar DnD actual play
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“Chasing icebergs off the South Coast of Greenland“ by | Alex Strohl
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The Fallen King by Lundi KIM
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Lake Superior , Canada 🇨🇦 / USA 🇺🇸
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Art by Lucas Garcete
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tabletopresources · 6 days
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Cryomancer’s Lexicon
Wondrous item, very rare (requires attunement by a wizard) ___
This thick book is bound with white leather and is freezing cold to the touch. This book can be used as a spellbook and contains the following spells, which are wizard spells for you while you’re attuned to the book: “cone of cold”, “freezing sphere”, “ice storm”, “protection from energy” (cold damage only), “sleet storm”, and “wall of ice”.
The book also has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While the book is on your person, you can expend 1 or more of its charges for use with the following properties:
𝘾𝙤𝙡𝙙 𝘾𝙖𝙨𝙩𝙞𝙣𝙜. You can expend 1 or more charges from the book in place of using spell slots when casting one of the book’s icy spells. For each charge you spend as part of casting a spell in this way, the spell slot level you need to cast it is reduced by 1. You can use an action to cast one of the book’s spells, even if you didn’t prepare it, provided you use only charges to cast it in this way.
𝙁𝙧𝙚𝙚𝙯𝙚 𝙊𝙫𝙚𝙧. When a creature that you can see (including yourself) takes damage, you can use your reaction to expend 1 of the book’s charges to change the damage’s type to cold.
𝙄𝙘𝙮 𝘼𝙧𝙢𝙤𝙧. You can use an action to expend up to 3 of the book’s charges to coat yourself in a magical frozen barrier. You gain 10 temporary hit points for each expended charge, and when a creature hits you with a melee attack while you have these hit points, that creature takes 10 cold damage for each spent charge. ___
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tabletopresources · 6 days
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Valkyrie By OmeN2501
Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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tabletopresources · 15 days
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A blade of creeping mycelium and falling spores for @/platyshroom (Twitter!) 🍄🌀
If you’re interested in getting a commission done yourself, DM me!
Or you can support me on Patreon for £1 and help me keep making art!
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tabletopresources · 16 days
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Homebrew Monster: Asmodeus!
Asmodeus
Large Fiend (Devil), Lawful Evil
Armor Class: 17 (Natural Armor)
Hit Points: 280 (20d12 + 140)
Speed: 30 ft., Fly 60 ft.
Senses: darkvision 200 ft., passive Perception 16
Languages: Common, Infernal
Challenge Rating: 25 (70,000 XP)
Str 25 (+7) Dex 21 (+5) Con 25 (+7)
Int 26 (+8) Wis 23 (+6) Cha 30 (+10)
Traits
Authority of Nessus: Any creature hostile to Asmodeus that starts its turn within line of sight of him must either avert its eyes or make a DC 16 Wisdom saving throw (if the target is surprised, it cannot avert its eyes).
A target that averts its eyes attacks Asmodeus with disadvantage until the end of its turn.
Failed Save: The target is frightened for 1 minute.
While frightened, the creature has disadvantage on Strength checks and Strength saving throws, moves at half speed, and deals minimum damage on Strength-­based attacks.
Immunities: Asmodeus is immune to fire and poison damage.
Magic Resistance: Asmodeus has advantage on saving throws against magical effects.
Resistances: Asmodeus is resistant to cold and damage from all weapons except those made of silver.
Telepathy: Asmodeus can communicate telepathically with any creature within 1,000 feet of him that can understand a language.
Actions
Multiattack: Asmodeus makes two rod attacks and can also use infernal domination or summon devil.
Rod: Melee Weapon Attack, +10 to hit (reach 5 ft.; one creature). 
Hit: If the target has 150 hit points or fewer, it dies; otherwise, it takes 20 (2d12 + 7) necrotic damage.
Infernal Domination: Asmodeus chooses one living humanoid he can see and that is within 10 feet.
The target makes a DC 17 Wisdom saving throw.
Failed Save: The target is charmed for 1 day or until Asmodeus or one of its allies harms it.
While the target is charmed, Asmodeus can decide the target’s action and how it moves.
On the target’s next turn, it does as Asmodeus commands.
A creature charmed by Asmodeus in this way receives the commands even if Asmodeus cannot see it.
The creature cannot take reactions.
Asmodeus can have up to seven creatures charmed at a time.
If a charmed creature takes any damage, it can make a DC 16 Wisdom saving throw to end the effect.
A target remembers being charmed by this effect.
A creature that succeeds on its saving throw against this effect is immune to Asmodeus’s infernal domination for 24 hours.
Spellcasting: Asmodeus casts one of the following spells:
At-Will — comprehend languages, detect magic, dispel magic, fear, flame strike.
1/day — cone of cold, hold person, ice storm, polymorph, thunderwave, true seeing, wall of fire.
1/year — wish.
Asmodeus uses Charisma as his magic ability score; the saving throw DC to resist his spells is 23.
Summon Devil (Recharge 5-­6): Asmodeus can summon any devil that is not an archdevil.
The summoned devil appears within 50 feet of Asmodeus, disappears if Asmodeus is slain, and cannot summon devils of its own.
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