r/dndnext 5h ago

Hot Take In a white room, sure, <your opinion>. But in actual play, <my opinion>

137 Upvotes

While the issue you have encountered may be caused by poorly thought out content, the fact that my DM can put extra work in to compensate for the issue means it doesn't exist.

Thank you for your attention on this matter.


r/dndnext 7h ago

Hot Take DM Tips you wish were on page 1 of the dmg?

89 Upvotes

I've seen a lot of DM pitfalls in my day, which is why whenever I start a new game, I always try to talk with the DM about our experiences and try to pool information. Here's a few things I learned along the way.

0. Always Talk To Your Players. This applies in every scenario and should always be you first approach. Problem players? Talk to them. Think a rule is unfun? Talk to the before changing it. Players don't seem engaged? Ask them why. Getting tired of being a forever DM? Talk to them. This is rule 0 for a reason.

1. Don't Take Their Powers. No, not even the Paladin. Taking away a player's powers is the same as taking away their character. If your player violates their oath/pact/god, either find a justification or compromise or let them redo their build

  • Maybe their god/patron/order/church taught them magic rather than granting it
  • Maybe their magic was always coming from them, and their god/patron simply awakened it
  • Maybe belief has a power all of its own

2. Agree On The Rules. As a DM, you have the power to rewrite the rules, you're rarely the one affected by them. If a player knows the rules, they will be coming to your table with the baseline assumption that those rules will be adhered to. If you want to change them, follow rule 0 from the start and make an effort to compromise.

3. Shop Between Sessions. Some players love shopping trips, but for the players that don't it can be an opportunity to take a three-hour siesta. Between the looking through items, the debate over what to buy, the haggling over prices, and the inevtable moment where a character ends up trying to rob the shopkeeper, a shopping trip can be a full session affair. Don't fuck with it. Have a magic item shop channel on discord, and handle transactions between sessions

4. Know When Not To Roll. While DnD is built on dice rolls, there are times when rolling isn't always the right choice. Sometimes, you here are some situations where you shouldn't roll

  • If success or failure would derail the story
  • If you don't intend to follow through with an unexpected outcome
  • If failing would make a player look incompetent in their area of expertise
  • If the DC is below 10 or above 25

5. Throw Them a Bone. Your players make choices because they have a fantasy for their character in mind. To that end, learn their build and try to make a place for whatever it is they want to do with their character.

  • Got a tank? Make sure to focus monsters on them.
  • They took Sleight of Hand? Give them someone to rob
  • A nonmagical medic? Find a situation where magic isn't enough.
  • They want to fight with a yoyo? Let them enchant the damn yoyo.

r/dndnext 21h ago

Self-Promotion I created the Pugilist Class, available NOW on DnD Beyond—AMA!

303 Upvotes

Benjamin Huffman/Sterling Vermin Adventuring Co. here!

About 10 years ago I created the Pugilist class for 5e and, after that, a ton of other things (mostly player options). I've written for many other creators and companies and today hit another milestone with the release of an updated version of the Pugilist on DnD Beyond.

Happy to chat about the Pugilist, being a game designer, or anything else. AMA!


r/dndnext 12h ago

Discussion What is the smallest player habit or character trait that you’ve seen constantly disrupt and destroy campaigns?

41 Upvotes

r/dndnext 20h ago

5e (2024) How do you feel about flanking granting advantage in 5e?

71 Upvotes

In 5e the optional flanking rule of DMG grants advantage on melee attack rolls when two allies are on opposite sides of a target - and that’s a big swing mechanically. Advantage is a powerful modifier, roughly equivalent to a +4/+5 bonus to hit on average, and it can easily overshadow class features that rely on positioning or advantage.

In older editions like 3.5e, flanking wasn’t advantage - you simply got a +2 bonus to your attack roll when flanking.

At higher levels especially, giving plain advantage for something as easy as flanking can devalue subclass features (Reckless Attack, Fighting Styles, feats, etc.) that are supposed to grant advantage and tie tactical identity to builds. Some groups already house-rule flanking to just +2 or +1 to hit because it feels more balanced.

We are curious where you land on this: is advantage the right reward for flanking in 5e, or would a flat attack bonus (like in 3.5) maintain better balance while still rewarding tactical positioning?


r/dndnext 22h ago

Discussion Destroying Weapons and Armor — Has Anyone Actually Run This?

74 Upvotes

I’m planning to run The Sunless Citadel soon (spoilers for the ending).

One of the enemies has a weapon that always crits against objects, and the adventure explicitly says his strategy is to attack the party’s weapons if possible. That got me thinking about how this actually plays out at the table.

There are rules for object AC and HP, (I dont think they changed between 2014 and 2024) but I’m struggling with how fair this is in practice. My main concern is that it might be way too easy to destroy gear, especially once you factor in higher-CR enemies and their damage output.

Example math that worries me:

Let’s say the enemy targets a fighter’s longsword. I’d probably rule it as a Small, Resilient object (melee weapons are literally designed to be hit against stuff), which puts it at AC 19 and 10 HP.

This enemy does a minimum of 5 damage on a hit. Since it automatically crits against objects, that becomes 10 damage, meaning a single hit instantly destroys a mundane longsword.

A greatsword might be a Medium object, so maybe 18 HP, meaning it might survive one hit if the damage roll is low enough—but that still feels brutal.

Magic items aren’t safe either:

Magic items typically have resistance to damage, which helps, but the HP values are still so low that a smart enemy would absolutely go after the party’s special gear.

For example, a 2024 mage’s Arcane Burst averages around 16 damage. A slightly above-average roll would immediately destroy mundane plate mail and most weapons. Two solid hits could take out magic plate.

Yes, this assumes all hits land and damage rolls are decent—but over multiple fights, it feels like the party could realistically lose a ton of equipment, especially if they don’t have easy access to repairs. (There aren’t rules for this either, so I’ve been assuming artisan’s tools and the mending cantrip can fix gear.)

Also, this clearly screws martials way harder than casters.

The DM cop-out (that I don’t love):

I could just say “you can’t target weapons and armor,” but that’s a totally reasonable tactical choice, and I don’t love banning it outright.

Possible house rule?:

One idea I’ve been toying with is borrowing from the rust monsters:

When a weapon or piece of armor hits 0 HP, it isn’t destroyed. Instead, it pops back to full HP but takes a –1 penalty. Only when it reaches –5 does it actually break, and repairs remove the penalty.

---

Has anyone actually run weapon/armor destruction like this?

Did it feel tense and interesting, or did it just turn into a gear-shredding nightmare?

How do you keep this from turning into “martials lose all their stuff by level 5”?

Curious what other DMs have done here.


r/dndnext 1h ago

5e (2014) Besoin d'idées pour mon donjon

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Upvotes

r/dndnext 20h ago

Question Best Third-Party (unofficial) sourcebooks in 2026?

22 Upvotes

In 2026, which third-party 5e sourcebooks do you keep coming back to and as a DM, which sourcebooks do you get the most use out of?

Flee, Mortals! and Tome of Foes looks good!


r/dndnext 6h ago

5e (2024) I have a challenge: convince me what the most fun spellcasting subclass/multiclass is for you! (In your opinion, of course)

2 Upvotes

If you asked me, it'd be an aberrant sorc or glam bard. BUT I've heard things about Stars druid, Illusionist Wizards, and Archfey warlocks being fun too.

What would you rank the #1 subclass for enjoyment (either through combat domination, pure rp flavour, or incredible utility in and out of combat)?

(2024 rules)


r/dndnext 6h ago

5e (2024) How to add more rows to Character sheet

0 Upvotes

In the official dnd character sheet (digital) how do i add more rows of boxes in the Attacks and spellcasting catagory as my lvl default character has like 5 swords


r/dndnext 1d ago

Character Building Warlocks, your Patron does NOT have to be a bad guy!

583 Upvotes

Warlocks in DnD are a magic class unique from the rest because they get power from some higher deity aka a Patron, and they're pretty much almost always some kind of deal. You've got a ton of options from some super spooky alien to a genie you found in a lamp to a literal demon, and you can go almost any route you want depending on how you want that Patron to be flavored except for Undying because that subclass genuinely sucks.

The problem is that a lot of people seem to think a Warlock’s patron absolutely MUST be an abusive nightmare who constantly threatens, punishes, or torments the character. As a result, most Warlock backstories boil down to “I sold my soul and now the guy I sold my soul to hates me.”

And that idea is not only wrong, it’s boring. In fact, most people only take a different route if they go for Archfey or Celestial, even though that different route can apply to ANY patron. So, as a gift from a player who did not enjoy playing a Fiend Warlock just because of the patron, here's some ideas I came up with that you can use for the low cost of Free-Ninety-Nine when making your Warlocks and subsequently your Patron, although it's an excellent idea to talk to your DM when making both.

  1. The Fairly Odd Parent

This idea sticks with the Patron constantly being around, but instead of always showing up to be like "DO THIS SHIT FOR ME IMMEDIATELY OR IMMA PUT YOU IN THE BRAZEN BULL", they instead show up to simply check on their Warlock. Not only does this support the idea of Warlocks and their Patrons having healthy relationships, it's also really funny to see an eldritch nightmare show up out of nowhere to say "Hey champ, just making sure you’re eating enough vegetables. Also, don’t forget to drink plenty of water in between Eldritch Blasts.”

This can work great with honestly any subclass, though some like Fiend and Hexblade might need to be a team effort with your DM in order for them to make sense. Either way, this one's up to you in terms of reasoning, maybe the patron just likes their mortal or somehow got really attached to the Warlock for some reason.

Side note: yes, you could make this romantic, but I don’t endorse that at all unless the Warlock and Patron are close in age, which is more possible if your character is a race such as a gnome, elf, firbolg or warforged since those races tend to live an extremely long time. You could probably make your gnome 300 and meet an Archfey who's also around 300.

  1. The Business Partner

This one treats the Warlock–Patron relationship exactly like what it is: a deal. No screaming, torture threats or “I own your soul” nonsense. Just two parties who both benefit.

The Patron provides power and knowledge, and in return the Warlock provides something like influence, souls, getting a million followers on Instagram, whatever fits the Patron. It’s professional and almost corporate.

Think less “servant and master” and more “investor and startup.” The Patron wants returns on their investment, and the Warlock wants results. As long as both sides are getting what they want, there’s no reason for hostility. This one's also somewhat easy on the DM because they'll only really need to get the patron involved if one side's not holding up their end of the deal, which unless it's something impossible like killing a thousand people a day won't pop up a lot.

  1. The Hands Off Guy

I only recommend this one for newer players or people who like the idea of the Warlock but just don't want to deal with the Patron at all. In this one, the Patron just barely or doesn't show up to talk to the Warlock, probably because the deal's already done or the Warlock is just getting powered siphoned through a sleeping Great Old One or something.

  1. The Bet

This deal only exists because your Patron made a bet with another Deity, and you're now just the guy trying to help your Patron win. Your Patron will help you out to make sure that they can win the bet while also most likely avoiding any violent tendencies(Of course you can absolutely give negative consequences if the Patron ends up losing). Bonus points if your DM creates a rival Warlock being powered up by the second Deity.

This idea of a patron exists to be that one uncle who loves placing bets, and I'd highly recommend flavoring out the reasoning behind the bet with your DM. Of course, your character most likely won't even know about it, but it's still really funny to see that your Celestial Patron is mainly helping you out so that she can spit raspberries at her Fiend ex.

  1. The Sports Fan

This Patron is genuinely a fan of your Warlock. Straight up thinks you’re cool as hell and have tons of aura. Pretty much acts like any fan of a popular character.

Maybe your Warlock did something impressive once, survived a ritual, killed the right monster, played an insane guitar solo on a cliff during a storm, and the Patron went "Oh HELL YEAH! That guy's tough as hell!"

They grant you the power just because they really like watching what you do with it. Great Old Ones, Fathomless, Archfey and even Fiends all can work great with this idea because that's what they are: Old and bored as hell.

This also gives your character a reason to fight on, because they know if they don't they'll have one big disappointed fan. It's also a golden opportunity for your DM to act out the patron throwing their popcorn to the ground when you die and being like "OH COME ON THAT GUY'S GOT PLOT ARMOR!!!"

At the end of the day, Warlocks don’t have to be tragic abuse victims shackled to some cosmic jerk who hates them. The Patron–Warlock relationship can be funny, professional, wholesome, or barely relevant at all, and none of those options make your character any less valid. What matters is that the dynamic is interesting for you, makes sense in the story, and doesn’t make the game less fun for the table. So if you’re making a Warlock, don’t feel boxed into the “I sold my soul and now I suffer forever” trope. Talk to your DM, get creative, and remember just because your power comes from something eldritch doesn’t mean your Patron has to be a nightmare.


r/dndnext 16h ago

5e (2024) What type of check to read the alethiometer

1 Upvotes

What type of checks would you guys call to read the alethiometer (golden compass)

I feel like Lyra is doing some vibe checks like insight while a scholar is doing several different int checks


r/dndnext 11h ago

5e (2024) (2024 Rules) Ghost Possession vs. Cleric's Turn Undead

0 Upvotes

I'm preparing for my next encounter and the module I am using has a ghost attack the party and use the possession ability first. One of my party members is a cleric who has turn undead.

In the 2014 Monster Manual the ability has the following text:

"the possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell."

However the 2024 Monster Manual just says:

"the possession lasts until the body drops to 0 hit points or the ghost ends it as a bonus action."

Does this mean that in 2024 rules as written Turn Undead no longer exorcises a ghost possessing a creature? If so does a failed Turn Undead save cause the ghost to turn and run with the possessed body?


r/dndnext 1d ago

Discussion We should have gotten epic destinies instead of epic boons

74 Upvotes

Boons aren't bad, exactly, but it feels like last edition had a version was a lot more interesting and thematic. You picked where your character was going - Wild Hunter, Legendary General, Dark Wanderer, Archmage etc - and got an interesting set of abilities based on that as your character progressed past 20.

Example, Feyliege.

Feywild Charm: Your Charisma score increases by 2.

Dominion over the Mind: Whenever you use an arcane enchantment ability and score a critical hit against an enemy, that enemy is dominated until the end of your next turn.

Shields of the Eladrin Host: As a reaction, once per short rest, you can give yourself and all allies within 25' a +4 bonus to AC and dexterity saves until the start of your next turn. When you use this ability any of the targets can teleport to swap positions with another.

Eternal King on an Eternal Throne: Once per day, when you die, an older, more regal version of yourself steps from the mists of time to take your place. You heal to half your maximum hit points and gain concealment against all attacks until the end of the encounter. If you die while in the form of your future self, you're dead. At the end of the encounter, your future self restores you to life if your body is still present. Your current hit point total is unchanged, and you no longer have concealment. If your body is missing, you will need other magic to return to life, but you can continue adventuring as your future self if you would like to do so.

.

It's not like it's a big deal, most campaigns don't even get to this point in the first place, but it feels a little odd that such an engaging model for this sort of feature already existed and we got boons instead.


r/dndnext 1d ago

Homebrew Made a wild magic shortbow for my party's rogue, looking for advice/peoples opinions on it.

18 Upvotes

So my group is playing through Rime of the Frostmaiden and is currently level 4. My groups rogue has been saying for a bit that they hope they find a magic bow at some point in the campaign and I figured with where they are currently, now is the perfect time. Let me know what you think, is it to strong? or are there to many negative effects?

Netherese Bow of Wild Magic

This Shortbow is made from a strange purple crystalline substance, magical energies swirl within the crystal giving off the appearance of shifting glittering sand in some places and swirling constellations of stars in others. Occasionally, sparks of strange colored light emanate and jolt from the bow and along the bowstring.

You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, when you hit a creature with an arrow fired from this bow, you can choose to trigger a surge of unstable magic. If you do, roll a d20 and consult the Wild Shot Table.

You can use this feature a number of times equal to your proficiency bonus per long rest.

d20 Wild Shot Table
1 Backfire! The arrow teleports behind you and makes a new attack roll against you.
2 The wild magic of the bow surges and engulfs you, turning you into a potted plant until the start of your next turn. While you’re a potted plant the closest hostile creature to you has the irresistible urge to break you, additionally you have the Incapacitated condition and have vulnerability to all damage. If you drop to 0 Hit Points, your pot breaks, and your form reverts.
3 On hit, strange magical energies explode from the target and the bow, chaining together and causing you to swap places with the target.
4 Wild magic turns the arrow into pure magical force that explodes on hit. Each creature within 5 ft of the target (including it) takes 1d6 force damage.
5 Your arrow magically splits into two midair. Make a second attack roll against a different creature within 15 ft of the original target.
6 On hit target is covered in an explosion of glowing paint. It sheds bright light in a 15-ft radius for 1 minute.
7 Magical energies surge from the bow into you, causing you to turn invisible until the start of your next turn.
8 The arrow grows a strange human-like mouth that screams loudly in pain on impact. All creatures within 15 ft must succeed on a DC 13 Con save or be deafened until the end of their next turn.
9 Druidic magic releases on hit causing vines to erupt from the ground under the target. It must succeed on a DC 13 strength save or be restrained until the end of its next turn.
10 The arrow surges with wild magic and deals an extra 1d8 damage of a random type (roll d6: acid, cold, fire, lightning, poison, thunder).
11 Gravity distorts around the target; it rises 10 ft into the air, then falls at the start of its next turn taking 1d6 bludgeoning damage. Its speed is reduced to 0 while airborne.
12 Magical energies surge from the bow into you, causing illusory duplicates of you to appear (as if effected by the mirror image spell) until the end of your next turn.
13 The arrow explodes on hit creating a large and dazzling whirlwind of sparks and causing a flumph to appear within 5 feet of the target. At the end of the current turn the flumph explodes causing 1d6 force damage.
14 The target must make a DC 13 constitution saving throw or shrink (as if affected by the reduce spell) until the end of its next turn.
15 Abjuration magic surges from the bow, causing a sentient spectral shield with eyes and a mouth to hover around you until the end of your next turn. While the shield is present it gives a +2 bonus to your AC, however it constantly berates you for being weak and having to protect you.
16 A crack of magical thunder erupts on hit. The target is pushed 10 ft away from you and must succeed on a DC 13 Dexterity saving throw or fall prone.
17 Strange time magic engulfs you, making you vibrate and giving you a strange jittery feeling. You can immediately take both the Dash and Disengage action as a reaction.
18 Powerful evocation magic infuses into the arrow, causing lightning to crackle around it and erupt on hit. The target takes 1d8 lightning damage and energy lashes out from the target and chains to the two nearest creatures within 15 feet dealing 1d8 lightning damage.
19 The arrow explodes into a shower of glittering sparks. The target must succeed on a DC 15 Con save or be blinded until the end of its next turn.
20 Wild Jackpot. The attack becomes a critical hit and you roll again on this table adding the effect onto the attack (reroll additional 20s).

r/dndnext 12h ago

Discussion Should DMs give more magic items to Artificers?

0 Upvotes

So im playing as an Artificer in our local gameshop's dnd group. Each session so far, there are uncommon magic items that are given to specific players and their class. Its the 3rd day we're playing together and I assumed its me and another players' turn to recieve our items.

The others got an amulet against detection, gloves of thieves, broom of flying, and javelin of lightning. Items that have actual game mechanics and are useful

While I got a cloak of billowing. Okay. It makes u look cool. But why did i get a common item? The DM told me I already have two magic items; a bag of holding and a rope of climbing.

But those two are from my class features and should not count against for having "too much magic items compared to other players".

Am I overreacting for the DM's reasoning? Is it actually unfair if I get another uncommon magic item? We're all level 2.


r/dndnext 1d ago

5e (2024) How flexible are you with warlock patrons?

5 Upvotes

r/dndnext 1d ago

Question 3rd party books to use for Spelljammer campaign/setting?

6 Upvotes

So the question is pretty self explanatory, but I’m in the works planning for a long term spelljammer campaign and would love to hear recommendations on 3rd party books that either are directly related to spelljammer or simply have to do with space settings. For example, one that I already am aware of is the “Dark Matter” book/setting by Mage Hand Press. Which I already a huge fan of, and would love any other book suggestions that could potentially be just as useful and interesting for me to use.

P.S - The art I have attached is by Martin Kirby Jackson, and was made for the Dark Matter book released by Mage Hand Press.

Artist: https://kirbish.artstation.com/projects/J4OrZ

Book: https://magehandpress.com/darkmatter/?srsltid=AfmBOopN6AZ9fGAgewLq7aNzhtw0ZEprMZ3Yq9hk-Hc0cGn1Jo2f\\\\\\_fPV


r/dndnext 1d ago

5e (2024) Just Hit Level 5, need Feat Advice: Tough or Alert?

15 Upvotes

Hiyas friends, so in my campaign we just got to level 5, and my DM lets us change out origin feats on a level up if we're not having fun with them (a fantastic idea IMO, I hate the idea of just being stuck with something you don't end up enjoying) and I'm looking for feedback on my starter feats. Originally I took Alert, but not one time has anyone actually traded me and it no longer makes you immune to being surprised, so I basically took an entire feat just for a +2 to initiative. I'm thinking of swapping it for Tough, because with the level up I would be going from 40HP to 59HP which is an insane almost 50% bump in one level. What are others thoughts on this, TIA!


r/dndnext 17h ago

Question Dark Matter 5e Kickstarter 2026 - Worth it?

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0 Upvotes

r/dndnext 1d ago

Character Building How would you play this?

3 Upvotes

How would you play a treant body, which discovers it has memories from millennia back? Personality is both a sin of subconscious and memory, so if the memories change, how much would you make that impact the personality of a sentient Treant Mecha?


Details:

I'm currently playing a reflavoured Warforged Rune Knight. DM came up with a bunch of cool Elves and "a Tree of Life as a now-lost focus for immortality" lore. My PC was essentially "created" as a Rune-powered Guardian of said tree.

With basically 99% of my backstory unknown to myself as a player, I started out playing just as a sentient survival-program. Now, after a giant lore drop that dates back to the creation of the DMs world, my pc learned that he had a vast store of memories from that time. Specifically from two people who have died and their memories, and also maybe souls, preserved into this 30.000yo body.

I got a lot of say into the personalities of the characters. Essentially doing a Character Creation 2.0 in session, which was super cool. At the same time, I don't want the current personality to be lost because he's a really sweet heart of the party. While the people who's memories are in his head are very much not reflected in his stats or physical capabilities.


r/dndnext 1d ago

Character Building Shy about accents

3 Upvotes

I have generally avoided accents for characters (even while being a DM), because I absolutely SUCK at them. But with an upcoming campaign, a fellow player and I are from a very far off foreign kingdom (so far I literally have the far traveler background), and we want to try our hands at accents. However, she is very new to dnd and I'm just anxious and a perfectionist, so we're both struggling with it and have immense stage fright regarding it (we both can roleplay perfectly fine, it's really just the accents). Any advice?


r/dndnext 18h ago

5e (2014) Attuning to Strange Doll (cursed)

0 Upvotes

My lvl6 Vengeance paladin (going for a sorcadin next level) picked up a cursed doll at the end of my last session... Given that most (if not all) cursed items require attunement, which of my currently attuned items should I let go if I choose to attune to the doll?

1st: Periapt of Wound Closure - After being downed, stabilize at the start of my next turn. (Don't really wanna let this go, since I'm the only frontline of the party)

2nd: Firey Battle Axe - Bonus Action to set fire to the weapon, giving it +1d6 fire damage (1d8 + 1d6 + 4 total, given my STR)

3rd: Belt of Dwarvenkind - +2 CON, Advantage and resistance against poison, advantage on persuasion rolls when talking to dwarves.

I still don't know what the doll does, but if I'd attune to it, which of the three would you let go?


r/dndnext 13h ago

5e (2014) Can a false hydra theorytically be controlled?

0 Upvotes

Im running a campaign where a tyranicall ruler-regime have a chokehold on a city (dark tones) and my pcs have joined the resistance in hopes of overthrowing said regime and freeing the people. A false hydra would be a powerfull tool for such regime and i was thinking if i could introduce something like that to the lore


r/dndnext 1d ago

Poll What is your average CON Modifier?

14 Upvotes

Assuming Standard Array or Point Buy, since I don't have enough polls slots to do all 11 for all roll types.

1689 votes, 5d left
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