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@beginner-bard
NEW BLOG! Follow @dnd-prompt-s for D&D themed prompts to inspire your next adventure âď¸đ§ââď¸

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An underappreciated part of the mind flayersâ backstory is that theyâre technically refugees from a future where theyâd already won and taken over the entire multiverse only for their empire to fall due to their hubris, and because D&D never defines its rules of time travel we canât know whether this means that theyâre going to inevitably going to take over and have their empire fall again OR whether theyâve learned from their past mistakes and will actually pull it off sans hubris this time
We canât even say for certain whether this is their first time pressing the reset button and going back to give world domination another go,
Maybe the last time was just the first time they got to the endgame and if they pull it off again itâs bad ending for the entire multiverse?
Also where did the first mind flayers come from!? Is there going to be a point in the future where someone independently figures out cerebromorphosis and thatâs the beginning of the mind flayer species, or does the species exist as a living paradox that exists simply because they traveled back from the future where they already existedâll?!
So, okay:
The mind flayers werenât part of the original D&D rules. They only first appeared in the Strategic Review magazine and were later added into the game in the Eldritch Wizardry supplement in 1976. The githyanki and githzerai were not yet part of the canon, in spite of future editions establishing a firm connection between them and the illithid
1981 sees the official introduction of the gith to AD&D in the 1e Fiend Folio.
Donât you see!? Each edition is a different cycle of the D&D timeline!!! Between the first release of the game and Eldritch Wizardry they first came into being and conquered the multiverse, only for their empire to fall, and as they escaped from the future they were followed by the gith!!! With each cycle they become more knowledgeable due to their ancestral memory, who knows how many more cycles it will take for them to finally take over the multiverse for good!!!
In 8e, the Races section of the PHB is replaced by the Illithid Traits section. No other races are playable.
The Illithids are actually humans though! They came from humans warped by the Far Realms over time. The Gith are also from humans, warped by the powers of the Illithids to the point of becoming immune to their psychic powers and gaining a few of their own.
In some of the Forgotten Realms material you can change the timeline and whatever âthe futureâ is isnât inevitable. But also the Far Realms are themselves non-linear in time.
ALSO! Hereâs a fun fact, the leaders of Githyanki, not Githzerai, society want to first destroy the Mind Flayers but when thatâs done they want to, get this, conquer the cosmos. This is the reason the Githzerai split from them actually.
Anyway, hereâs my theory: The Githyanki do become the Illithid as they also have psychic powers, want to conquer the cosmos, and were originally human.
I remember reading somewhere that mind flayers are the only thing Aboleths fear because itâs the only thing they donât remember the origin of.
Yup, that tracks with my knowledge as well! Aboleths apparently have a genetic memory that goes all the way to the beginning of time and they remember every other species coming into existence, but mind flayers just appeared one day and itâs making the aboleths very anxious
They also created the Duergar, lest we forget.
See, this is why I got so mad that âthere cannot be two skiesâ got fuckinâ retconned and they took my Badass Dragon Riding Lich Queen Gith away and replaced her with some god-damn imposter in 5e.
[Listen, illithids are one of my favorite monsters and the fact that they got nerfed between 3.5 and 5 to undermine their interesting af lore makes me bitter. They also used to have dragons. Just saying]
If anyone wants me to spout off about the Illithiad, Dawn of the Overmind, or the 3.5 book of Madness, let me know. I will write a fuckin dissertation on squid lore WITH SOURCES. So help me god.
How do you make your content look so much like actual oficial content?
Asking so I can make some myself
I use the Homebrewery for my content (https://homebrewery.naturalcrit.com/). You can click "New" in the top right corner of the screen to make a new homebrew, and I recommend an account so you can save and share your brews! If you choose "Monster Stat Block" under "PHB" (on the left hand side of the screen) it will generate a random stat block in the style of the 5e creatures. The stat blocks aren't always complete with saving throws, skills, etc., and you need to learn a bit of HTML coding to know how to use it properly, but it's relatively easy. If there is interest, I can share my stat block coding here so you can just copy and paste it for your own creatures! The Homebrewery also has tables, spells, spell list and class tables pregenerated, all in the style of 5e D&D.
I can also recommend the Homebrewery's Reddit page (https://www.reddit.com/r/homebrewery/) for a bunch of resources, including watercolor stains, fonts, and a bunch of other resources.
Hope this answers your question!
Under the Read More you'll find a Google Drive link to the coding I've compiled for a general creature stat block, as well as a few tips to use it!
https://docs.google.com/document/d/1MpXbkdZhzncOUp8-eRznmwsvgEMRMcAEnKU975VTzNk/edit?usp=sharing
To save the file to your own Drive: choose "File" in the top left and then "Make a copy" or "Download". Then you can simply paste the code in the Homebrewery and start filling it out right away.
The code is for a single-column stat block (with a creature image on the right or left). To turn it into a double-column stat block (with a creature image above or below) simply copy the first line of the coding ("___") and paste it on a new line below, like so:
___ ___ > ## Name >*Size type, alignment* Etc.
This should turn your stat block into a double-column stat block. You don't need to change anything about the rest of your stat block!
Happy brewing!
1d20 Feywild Gifts...
You leave a trail of mushrooms in your footsteps.
You have thorns growing out of your skin where the bone is close to the surface.
You have long hooked fingernails.
You are always followed by birds and forest creatures, they deeply disapprove of most of your life choices.
You cause all creatures within five feet to hear faint whispers of bizarre and alien things.
You have the horns of a ram growing from your head.
You are always followed and surrounded by a low glittering mist.
Your eyes - pupils and irises - become entirely white.
You constantly surrounded by swarming butterflies.
You have flower petals for hair.
You can crudely mimic others, like a raven or a jackdaw.
You have mushrooms which grow out of any scars or wounds. They are psychedelic, of course.
You can sing like a bird almost perfectly.
You have golden or amber eyes.
You are covered in a sleek coat of fur, like a hunting hound or a deer.
You have seven-inch-long fingers.
You have pair of elegant and delicate butterfly wings. They are functionally useless and will require clothing to be specially tailored.
Your skin changes colour with mood, like an octopus or a chameleon.
You leave a trail of flowers, growing in your footsteps.
You have the tail of a fox and will require clothing to be specially tailored.
What's the best digital tool you've found for D&D?
I feel like roll20 and D&D Beyond are the ones that people likely hear about first (at least I did).
I've seen really cool homebrew stuff on Reddit, itch.io, and Tumblr. Dungeon Master's Guild looks intimidating somehow lol but also really useful.
But yeah. Do you have any favorite tools for source information and actually setting up a campaign and playing?
5etools is the best resource ive ever had for playing! itâs got information and stats and spells and tables compiled from lots of sources, thereâs rules and etc, you can filter what you want to look at and thereâs a search bar, the interface is a little confusing at first but generally itâs super useful to me in dming and i dont even use all of its features
Neat! This is awesome - I messed around with some of the searches for backgrounds and dieted and stuff and all the info is right there and easy to read đ thank you!

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What's the best digital tool you've found for D&D?
I feel like roll20 and D&D Beyond are the ones that people likely hear about first (at least I did).
I've seen really cool homebrew stuff on Reddit, itch.io, and Tumblr. Dungeon Master's Guild looks intimidating somehow lol but also really useful.
But yeah. Do you have any favorite tools for source information and actually setting up a campaign and playing?
What's the deepest thing you've heard come out of a D&D game? (One you've played or watched)
While looking for quotes based on a blog prompt, I thought about this one from Campaign 2 of Critical Role:
"You were not born with venom in your veins." â Caleb Widogast, the Fancy and the Fooled (ep. 97)
If you're interested in a bit of background and analysis of this quote, check out my blog post linked below!
big brain time
Impling by MBluna9 on reddit
âSire, the heroâs party is outside. Itâs large, too.â âFools. Not even six or seven can stand against me!â âNo, sire, you misunderstand. The heroâs party consists of his entire village.â âWait, what?â âThey werenât happy that you razed their village. And theyâve all been leveling up.â
Alright so I canât figure out how to delete this idea as a comment so itâll be on the internet forever twice (sorry, new to tumblr);
This would be neat as a battle where players control battalions of either a mixture of classes or a bunch ex-villagers that are now their class. Bonus points if the party trained them along the way!

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"Vibe check the tree!"
-said whilst we were trying to find out what spells we have in an amnesia campaign
Totally not gonna start yelling this for insight checks đ
any ideas for a short, tutorial-like adventure for new dnd players?
Iâma give you a template that has worked well for me, and should be doable with 4-8 players given 3-5 hours for a session.Â
Tutorial D&D Session
Step 1) Build the characters yourself because most new players would rather get introduced to D&D by playing it than by having to read the books and learning how to make characters. Also, this way you will ensure the PCs are relatively balanced and you know how all their abilities work.
Step 2) Pass out the character sheets and briefly explain what the numbers and stuff are, like âThese are your ability stats, they represent your natural strengths and weaknesses. These are your skills, this is where your equipment is written down, here are your attacksâ etc. Tell your players that they get to choose their own names, appearance and personality. Donât get too bogged down explaining the mechanics here, the main thing is to help them know where stuff is on their character sheet so they can find it later and also to get them started getting into character.
Step 3) Introduce the mission. Inform the players that they are a group of [mercenaries/adventurers/soldiers/investigators/whatever] who have been hired/ordered to [perform x task]. I recommend you start out this way because it very clearly establishes a goal for the players and also helps them feel like they are already cool characters with a cool history who should have some camaraderie together. Itâs way easier than a âYou meet in a tavernâ kind of introduction and the players are less likely to get paralyzed by endless choices.
Step 4) Start out by having the characters meet with someone who can answer questions about the mission. You can use this to introduce the idea of talking in character. This interaction will also be an opportunity to show them how to make skill checks, like maybe put in an opportunity for them to negotiate a higher reward (side note, the bonus to building the characters yourself is you ensure at least some of them have ranks in social skills).
Step 5) The mission requires them to travel, of course! En route to their objective, they run into a minor combat encounter! This is your opportunity to teach them how combat mechanics work. It shouldnât be a major battle, but it should last long enough that every player has a chance to meaningfully contribute. Â
Step 6) Time for a skill challenge! Put an obstacle in their way and let them puzzle out how to overcome it. Something simple like a river crossing that can be navigated in more than one way (do they swim, jump over, use a rope, get help from another character or some other ridiculous thing?)
Step 7) Main challenge time! Theyâve arrived at their destination, and they have to defeat an opponent and probably get a thing! This will let them put together all the skills theyâve used so far. As the climax of your mini-adventure, it should be challenging and exciting, but keep in mind they are newbies, so donât be too brutal. Also, make sure thereâs some loot, because players love loot and they deserve a reward if theyâve made it this far.
Step 8) After they complete the main objective, I like to to present the players with an opportunity to make an interesting choice. Maybe a third party shows up and makes them a compelling offer, but itâs at odds with their original mission. Hereâs where they get a chance to really roleplay and put their own stamp on how the story plays out.
Step 9) Assuming they survive all that, distribute the promised rewards! If this was a one shot, give them an appropriate epilogue. If your players decide they want to do this more regularly, now is a good time to talk about their hopes for future games and if they want to stick with their first characters or try something new. Â
I hope this wasnât too vague for you! I think youâre more likely to enjoy it if you build it yourself! A couple steps are optional if you want to make this shorter/simpler, but they all serve a purpose to expose players to different fun aspects of D&D.
Homebrew monster based on Warden? (Minecraft)
Alright, so I figure someone's already thought of this, but I was looking at the Caves and Cliffs video with a bit showcasing the Warden. It's a new mob that's blind and navigates with little feelers on its head that pick up sound waves, and sculk sensors (they're the little wiggly things at 0:12 in the video below) on the ground that go off when you're near them. It'd be neat to see something like it for D&D or other TTRPGs.
Have you found any homebrew about a sound mechanic or an enemy that uses sound to navigate? (I've not been into D&D for long; same with homebrew lol. A preliminary search didn't do much)
I know there are spells that manipulate sound (thaumaturgy, shatter, etc.) and some like shatter have distance associated, but I don't know if there's what I'm looking for without bringing physics into this?
The main thing I can think of to make that work would be a strength roll to see how loud a sound is, at least for throwing things. Stealth rolls would probably suffice for, well . . . stealthing XD
Thoughts?
Iâm working on a play-by-play campaign that will use a Discord server as a medium. The players are news reporters and theyâre investigating a larger conspiracy with no time limit, along with small stories with deadlines. I have a bot that can make me look like different people, so Iâll send messages from characters. They are available both as sources and for personal matters. I want to make it so that the players can find things like emails to use, but no idea where I could âhideâ them. Ideas?
Ok so this sounds like an ARG campgain, so first off, awesome. Second, a good idea would be to make some burner emails that have sent and recived mail between eachother to make it look like a real person. In your campgain actually give them the log in to one of these emails so that they can read the messages and hopefully progress the plot, also add in codes/real world photos for that ARG goodness, like make a pigpen cypher to add in, or just small puzzles the party needs to solve. Hopefully this helps, i love ARGs and puzzles are a great inclusion to a campgain to have your players think and work together
Hey so i just spaced out and realized i didnt answer your question really! A good place to hide them could be in said puzzles, along with having characters give out random strings of the emails. Maybe offer a broker who has the emails and passwords but wants the party to write articles for them?
I donât think you could use it more than once or twice, but you could make some text âinvisibleâ by making it the same color as the background of the email? Only problem would be knowing if someone uses dark mode or not for their emails, but you could include a word doc instead maybe?