D&D Druid: 5 Wildshapes Your Dungeon Master Will Not Allow

It’s not happening. All of these are completely rules-legal, but you’re still not gonna get to play as them. There’s no way your GM will sign off on them, unless they’re going for a completely nonsensical setting or don’t mind crippling power disparities. Look upon these Wildshapes, ye mighty, and despair: 1. The Haungharassk Starting with this one because I talked about it in a previous article! This giant snail has a golden shell and even shinier stats, able to carry 9 passengers, climb walls, grant temporary hitpoints and remove curses with a single touch. It is hideously overpowered for… [Continue Reading]

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5 More Great Weapons in Call of Cthulhu

Last year I covered five (really six) of my favorite weapons in the Call of Cthulhu RPG system. Since then, I’ve gotten to play more campaigns and more characters, and I’ve found some additional combat options that I think really hold their own. Whether raiding eldritch tombs or staking out satanic speakeasies, here are some effective personal defense options I think you should consider: 1. Sawed-off Shotgun The famous double-barrel boomstick is the archetypical survivalist’s weapon, and it should have made the first article for its laundry list of positive traits. It can fire twice a round and each shot… [Continue Reading]

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D&D 5e: A Complete Guide to Sidekicks

Pelor help me, I’ve fallen down another rabbit hole of obscure D&D mechanics. And these are even less likely than usual to ever happen in my actual games. But I don’t care because the sidekick rules are honestly really cool and revolve around one of my favorite concepts: playable NPC/monsters! Introduced in Dragon of Icespire Peak (and heavily fleshed out in Tasha’s Cauldron of Everything), the sidekick rules are a system whereby a normally-unplayable creature can gain its own class levels that let it grow stronger alongside a party of regular PCs. There are three Sidekick classes (Warrior, Expert, and Spellcaster)… [Continue Reading]

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The 5 Best Weapons in D&D 5e (That You Can’t Use)

D&D 5th Edition simplified the weapon tables to an extreme degree compared to its predecessors. Gone are Exotic Weapon Proficiencies, or most subqualities like “keen” or “masterwork”, and most of the surviving options differ only in damage type or dice. And for the most part, martial NPCs/monsters honor these categories and follow the same rules for their own loadouts. But sometimes they don’t. Occasionally, a certain official monster or villain carries some seriously cool racial weapon with unique stats, and every GM just knows the party’s gonna ask if they can loot it from the corpse and use it themselves.… [Continue Reading]

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D&D 5e: A Guide to Throwing Weapons

There are a few playstyles in 5e that don’t really receive enough developer support, in my humble opinion. Strength-based unarmed builds, for one, as well as single-wielding one-handed weapons without a corresponding shield. But throwing builds are probably the most-maligned on the list. Unless you stretch all the way into archery, non-spellcasters unfortunately aren’t going to hold their own in ranged combat. In today’s article, I want to discuss a few of the reasons why, and what an enterprising player can do to mitigate the issues. Problem #1: Action Economy Martial characters (except rogues) gain more attacks as they level… [Continue Reading]

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Why You Should Try D&D 1st Edition

Dungeons & Dragons has come a long way from its early days. When OD&D first came out in 1974, it quickly caught fire and spread throughout the wargaming community. Almost five decades later, it’s still recognizably the game we love, but that doesn’t mean it hasn’t also massively evolved. My only goal with this article is to encourage you to seize any opportunity to experience the singular wildness of old-school D&D. How? No idea, that’s probably the hardest part. I’ve only ever had one opportunity, and it was in 2011, while I was a professional Traveller GM for Strategicon. One… [Continue Reading]

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Call of Cthulhu: My 5 Favorite Under-Used Skills

By far the toughest part of Call of Cthulhu is how few skillpoints it gives you. When every skill uses a percentile and you only get a couple-hundred points to allocate, it’s really difficult to excel at more than a few checks. This naturally leads to the most obviously-useful skills (Spot Hidden, Library Use, Firearms, Stealth) seeing massive use across the playerbase. But today I wanted to talk about some rarer skills that I’ve nonetheless found worth investing in. Many times they can save you skillpoints in other areas, or unlock niche-but-effective playstyles. You certainly can’t pick them all, but at… [Continue Reading]

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D&D 5e: A Guide to Playing Level 0 Characters

Did you know D&D 5e actually has an official method for generating 0th-level characters? The Adventurer’s League module “What’s Past is Prologue” stars classless characters, and you can view the rules for generating your own in the free preview. I was pretty excited to learn this, as the ‘level 0 session’ is a popular unofficial method for playing underpowered ‘commoner runs.’ Today I wanted to talk about this niche ruleset, its pros and cons, and whether you should use it. Should you use Level 0 characters? My first caveat is that you should not run level 0 characters for beginning… [Continue Reading]

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D&D 5e: Why You Should Play a Dex Paladin

Paladin is an incredible class, possibly the most reliable all-rounder in D&D. Between their tankiness, damage output, healing output, magic steed, and sky-high Charisma, they’re an incredible choice for new and old players. When I GMed a solo adventure to introduce the system to my boyfriend, I knew Paladin was the best class to let him experience everything D&D has to offer. But there’s one Paladin playstyle I don’t hear talked about often, and that’s the Dex Paladin. Normally, Paladins are the iconic Strength class, thanks to their heavy armor and predilection for melee combat. But I happen to believe… [Continue Reading]

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D&D 5e: 5 Good Feats For Monks

Monks have a problem when it comes to grabbing feats in that they are highly dependant on ability score improvements (ASIs) to function. They need good Dexterity, Wisdom, and Constitution to function, and if you don’t improve those numbers, you’ll quickly fall behind. That means the only time I can really recommend taking a feat on Monk is as a 1st level Variant Human/Custom Lineage. (Or if you have an odd-numbered Dex or Wis and take a feat that boosts either stat by +1). With that being said, there are several stellar feat options if you go ahead and do… [Continue Reading]

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