In 13th Age, characters have backgrounds to help with ability checks rather than discrete skills. This is meant to both add detail and richness to a character – “mountain ginseng harvester +2 ” rather than “survival +2” – and add more flexibility to how players approach ability checks. “Mountain ginseng harvester” could be useful in … Continue reading Using Swords of the Serpentine’s Investigative Skills in 13th Age
Tag: homebrew
Expanding on Sly Flourish’s One-Sheet 5e
Let's make a small game just a little bigger.
Subclasses Revised: War Magic, Celestial patron and the Arcane Archer
Who wants to be a unicorn?
Into the Breach: Ideas to Build Fun, Decisive Encounters
We've all been there. Your party is about to kick down the next door in goblin den when Geoffry the rogue has a smart idea: should we all try a Stealth check to sneak up on them? Grinain the wizard has another smart idea: how about I turn us all invisible first?
Embrace your inner Neo with the Monk 2.0
Let's turn the monk from a laughingstock into a powerhouse.
5 ideas I’ve stolen for my Dungeons & Dragons campaigns
Coming up with ideas to build your campaign is hard. So why not steal from your favourite games and fiction?
Sorcadin on Trial: Is a multi-classed paladin really better?
Join me a I venture down a optimization rabbit hole - with a surprising conclusion.
Don’t fear the Seeker: A new class for Dungeons and Dragons
After weeks of tinkering, here is the public version of my first homebrew class: the Seeker, which blends marital and magical skill and a burning desire to right wrongs in society.
How to make Lycanthropy more interesting in Dungeons and Dragons
The rules in the Monster Manual provide only partial guidance on what to do if a character contracts lycanthropy. Here are some ideas to try at your table.
Hard Choices: From Vermire to Sharn
The hallmark of any good game is interesting choices. Here's how to let your players shape your campaign.









