Do you have a character that keeps being used in your Dungeons and Dragons campaigns?
Or maybe have a cool idea for an NPC and would like a nifty note sheet to go with them?
Or a cool monster idea?
I can help! I'll build the 5e stat block (either 2014 or 2024 edition), add bastion rules (2024 edition) and save you a spot to add your art (commisioned, drawn, screen shot from Hero Forge, etc) (Please No AI, AI makes me sad :( )
Shout out to @deergirlspirit who did the art in the examples (commissioned by my sister, so you don't even have an excuse that you can't find an artist I'm plugging one for you!)
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Denizens of the Faerie Courts is up on Patreon for $5 and up tiers. This 26-page supplement features creature statblocks for all kinds of fey enemies and allies, lore and notes on their behavior, and pre-built encounters designed to be dropped into your campaign. The download also comes with tokens for each of the featured creatures, for your use at the table or online!
Take a look at the preview images and then click here to check it out!
I have spent the last few months on my Guide to Non-Evil Undead, and have made a lot of additions, including updates, and pics!
It is still not finished, a lot of things still need to be playtested more and I havenât incorporated all the pics in yet because the layout may change depending on how it is edited. I would also like feedback on the readability of the statblocks. This thing is almost finished, I just need some polishing on it and feedback, and hopefully I can get it up at DMsGuild soon!
The document is BIG, about 32 pages, and includes statblocks, worldbuilding advice, a faction, guides for undead player characters, and spells!
Here are links to the illustrations from my art: (link 1) (link 2) (link 3)
Here is the GM Binder link. (Works best in Google Chrome)
Here is a Google Drive Link for those of you who want a PDF
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
â Live Streamingâ Interactive Chatâ Private Showsâ HD Quality
Anya is LIVE right now
FREE
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how would you make a tabletop system like D&D that's crunchy for players, but not a huge pain in the ass for the DM to make monsters?
This is the Eternal Question, and it cuts pretty close to the core of my basic principles of design philosophy! I donât know if I have a definitive answer but I can springboard into a meandering explanation of the things Iâve done to wrangle with this exact problem. Here goes:
for a while I thought there was a game that answered that question perfectly, and it was called Dungeon Crawl Classics. I donât hold that belief now (Zocchi diceâŚ), but we can loot an important principle from its couple of good design decisions:
1. Every player gets one really good toy. DCCâs chief virtue is that it found a way to make Fighters a fun choice, not just the choice thatâs less mentally taxing than being a spellcaster, and the way they make that work is by giving the role an inherently textured core mechanic called Mighty Deeds of Arms. Instead of giving them a flat ascending to-hit bonus thatâs just numerically better than the other classes get, Fighters in DCC roll a separate Deed die that scales with level alongside the attack roll and add the Deed die to the to-hit roll and damage, and if the Deed die comes up 3 or higher they also pull off a maneuver that improves their immediate tactical situation.
Swashbuckling chandelier swings, disarms, feints, coating your foe in lamp oil, and basically anything Jackie Chan has ever done besides just hit guys count as Deeds, and the only things you need to make them happen are your own imagination, GM fiat, and the will of the diceâjust so long as the effect isnât âdo more damage.â
Altogether, the method requires even less bookkeeping than your standard D&D fighter, while being way more versatile and giving the player something to actively play with and find new implementations for every time their class role is relevant.
Spellcasters in DCC similarly put some wrinkles in the Vancian procedures by getting rid of conventional spell levels, turning each spell into a range of effects keyed to the results of a casting check, and letting casters burn their physical stats temporarily to pump up a single casting attemptâand thatâs before we get into mutations and faustian pacts. The role falls into some of the same pitfalls it always has: spellcaster players have to juggle a lot more functions than fighters or thieves and at the top of their game theyâre still going to make wilder shit happen than the other classes, though it balances out a bit by making casting itself a higher-risk affair.
The trouble with DCCâs classes is it tries to spread about 2.75 really good player toys across five classes, and when it comes to thief stuff it canât really come up with anything all that good.
So Digression 1: What makes a really good player toy? How do we fill out those empty spaces in the party roster with cool stuff for players to use that isnât a headache to keep track of?
In my humble onion, a good player toy needs to be flexible, haptically engaging, low-bookkeeping, and freely usable but not strictly predictable. To be flexible, a player needs to be able to apply the toy in a range of play situationsâgetting too attached to pre-defined mechanical effects is toxic to flexibility. A haptically engaging toy prompts the player to engage with something physically at the table to use it; die rolls are the most obvious but thereâs lots of options ranging from the nifty to the balls-out bizarre.
Thereâs also some mechanics that I think are inherently more satisfying because the things they make you do with numbers has kind of an inherent pleasure that feels kinestheticâI get warm, kind of stimmy feelings thinking about roll-high-but-not-too-high dice pool systems.
Low-bookkeeping toys are pretty self-explanatory; if it requires resource management or tracking multiple modifiers across different locations on the character sheet, those elements need to be doing extra work to make themselves memorable. The Goblin Laws of Gamingâs spellcasting system introduces a bookkeeping element in that you have to track your casterâs accumulated Dooms, but any caster only ever gets 3, the last one is pretty final, and they all translate into memorable moments of play.
When I say that a good toy is freely usable but unpredictable, I mean that the mechanic should tempt the player to use it oftenâbecause itâs powerful, because the results are exciting or coolâand temper that eagerness to toy with it less with anxiety over whether theyâre going to blow one of their limited uses on a whiff or a no-sell when they could need it later and more with the question of whether it might blow up in their faces this time. Spellcasters in DCC or GLOG are way more equipped to cast all day long compared to their D&D brethren, and that leaves caster players in a position to have more fun with their role, but thereâs always the lingering possibility a spell might pop off wrong and now youâve got a lobster hand. Even when a PC gimmick doesnât work in the playerâs favor, it should make the next moment more exciting. Non-events are poison to gameplay.
Something to keep in mind in reference to player toys: nothing obligates you to make these toys all fit into a single coherent reference frame or âpreserve game balance.â What youâre looking to do here is create what game devs over on the digital side of things call Incomparablesâplay elements that you canât meaningfully âbalanceâ because you canât meaningfully convert one into the terms of another.
All of this is building up to point 2. Monsters are self-contained toys for the GM to play with. Like how youâre not obligated to have player toys all fit together neatly into a balanced and 100% shared language of play, monsters can and should operate on their own distinct mechanical plane, and not every monster will be able to fit within the same framework of rules matter.
By that token, I strongly encourage anyone looking to break out of the framework of play youâll find in a WotC book to ditch as much of the content in your statblock that carries over into the character sheet as you can. Give âem hit dice and hp totals, sure, give âem an AC rating and I wonât complain, to-hit bonuses even if youâre feeling nasty, but skip the ability scores and saving throws and proficiencies, and remember that thereâs a special circle in hell for designers who give monsters big piles of feats that you have to dig back and forth through the damn book to find and make spot play decisions around (admittedly thatâs not the problem it used to be back when 3e was what everyone was doing, but damned if Iâm going to let anyone forget that it was a thing).
That sounds like heresy, but hereâs the wild thing: thereâs a whole armature of play to D&D that nobody uses and it would make the whole affair so, so much simpler if we did, because D&D is built to be a player-facing system, despite appearances. The original mechanicâs been buried under ability score modifiers, saving throws, attack rolls, and skill DCs, but itâs still there, baked into the dice and the stat spread. Roll a d20 and compare the result against the relevant ability score; if itâs equal to or lower than the stat in question, you done did the thing. High rolls within the margin of success are better than low ones; use this to determine who comes out on top in a contested action when thereâs a tie.
Bam, youâre done. Thatâs your core task resolution mechanic. The great thing about this is that it takes a huge amount of pressure off the GM to pin down extraneous numbers. Your monster doesnât need an AC score, just a penalty it applies to a playerâs attack check. Same with to-hit bonuses, just applied to the roll the playerâs making to avoid or resist the attacks it has. Same with exceptional (or exceptionally shitty) base abilities like strength, speed, and intelligence. You donât need to so much as think the phrase âPassive Perception.â All of that lets you pare down a monsterâs statblock to a pretty spare couple of lines that you can fit on a notecard, leaving you room and time to come up with mechanical texture thatâs actually fun.
Additionally, using stats this way leaves plenty of room to come up with fun implementations on the playersâ end. Stat damage rules begin to make a lot more sense when you strip away all the derived values and re-center your playersâ attention on those 5% probability increments. Rolling high but shooting for less than a target number is one of those mechanics thatâs really satisfying to then carry over into some kind of direct numeric result. Just narrowing things down to a smattering of possibilities for martial characters, n this framework you can set up mechanics for defensive fighters to convert a failing attack roll into a substitute AC score for the next round, while a more buckwild berserker type who plays more for risk/reward sets their hp total to whatever the die result isâthat 1 hits, but now your timetable for the fightâs shifted drastically, but if you hit high, you can pull in a killer second wind. In short, you have an infinite canvas for crunch if thatâs what your players are into.
D&D is coming soon to Minecraft, the beloved sandbox game from Mojang Studios. In the Minecraft x Dungeons & Dragons DLC, you and your friends will journey to the Forgotten Realms as your own D&D characters. Level up, collect loot, and face off against classic monsters, including the displacer beast, gelatinous cube, mimic, and beholder.
But wait, there's more?
Monstrous Compendium Vol 3: Minecraft Creatures
Blazes are elemental beings that congregate at Nether fortresses. They float a short distance above the ground, and each one is orbited by three sets of glowing rods. When a blaze is destroyed, it sometimes leaves one of these rods behind. Blaze rods are a source of great energy that, when carefully crushed into powder, can be used to brew potions and craft other magic items.
A blaze attacks by launching three fireballs from its fiery core. This fire ignites creatures and flammable objects. If necessary, a blaze levitates into the air to better see and more easily target its enemies.
A creeper is a green, armless creature that emerges in darkness and silently prowls the Overworld on its four short legs. Its peculiar face bears no clue of its motives, but its destructiveness makes it one of the greatest threats to both life and property in the Overworld.
A creeper quietly shuffles toward Humanoid prey. When it gets close enough, it halts and begins to hiss like a burning fuse. Unless the creeper is defeated or its target gets far enough away that the creeper defuses itself, the creeper explodes a few short moments later, leaving a crater where it once stood.
Creepers have an uncanny ability to appear when least expected, and few places are safe from their explosive nature. Yet creepers have one strange weakness: they fear cats and do all they can to avoid them.
If a creeper is struck by lightning, rather than being harmed, it becomes charged with electrical power. In this charged state, the creeper gains a bluish aura and can explode with even greater power.
The mighty Ender Dragon is one of a kindâa vast, flying creature with void-black scales and purple eyes. It soars above the central island of the End. No one can say whether it is a guardian or a prisoner of the End, but either way, the Ender Dragon challenges anyone who enters its domain.
The Ender Dragon buffets enemies with great wings, engulfs foes with its gaseous breath weapon, and delivers crushing bites with its powerful jaws. Its hide is strong enough to deflect all but the deadliest weapons.
Endermen are tall, black, bipedal creatures with long, thin limbs and piercing, purple eyes. Violet particles flicker in and out of existence around them. Endermen are unnerving and enigmatic, acting in a manner that is all but impossible to interpret.
Endermen seem particularly drawn to the End, where they gather in large groups. They are uncommon visitors to other dimensions, although they appear more often in pairs in such peculiar places as the warped forests of the Nether. They shun sunlight and are hurt by water, including rain. When an Enderman becomes the target of a ranged weapon or takes damage, it teleports to a safer location nearby and makes a distinctive âvoopâ sound at its destination.
Endermen have no known predators. When a Humanoid looks directly at an Enderman, the Enderman becomes enraged, opens its mouth horrifyingly wide, and rushes to attack with its long arms. A defeated Enderman implodes and sometimes leaves behind an Ender pearl, which, when thrown, teleports the thrower to the place it lands.
Running through the forests of the Overworld on four legs, this gray-furred hunter is at home in the cold of the taiga.
Wolves hunt in packs, roaming their territories and chasing sheep, rabbits, and foxes. Wild wolves are typically indifferent to Humanoids, neither running from nor attacking them, but a pack of wolves becomes hostile toward any creature that hurts one of the packâs members. Wolves can be tamed by adventurers who feed and look after them. Tamed wolves follow their masters everywhere they go.
Wolves instinctively regard animated skeletons as enemies and attack them without hesitation. Even tamed wolves, which obediently hold themselves back from attacking their natural prey, freely charge at skeletons unless they are commanded to sit.
Enjoy adding these delightful monsters to your campaigns or building a campaign of your own built around them. (I am not sponsored by Wizards, Hasbro, Mojang. I just think it's neat and everyone should see it)
Guide to Non-Evil Undead by - Created with GM Binder.
This is an updated version of my Guide to Non-Evil Undead that I worked on before. This is a âBetaâ version because nothing has actually been playtested yet but I hope this could be a polished thing one day. Â
This includes:
4 non-evil undead NPCs with PC classes.
Lengthy discussion about non-evil undead in a campaign and how non-evil undead would work or fit in a setting.
A faction dedicated to protecting non-evil undead.
Statblocks for the archlich, baelnorn, church grim, guardian spirit, redeemed death knight, restless champion, and spartoi.Â
Adjustments for undead player characters
Undead player character templates- ghost, ghoul, mummy, necropolitan, wight, and vampire.