r/dndnext • • Jan 22 '25 Diamonds are Forever Polished Gold Turd Helpful

Meta X/Twitter is banned from r/dndnext and r/onednd!

40.1k Upvotes

Due to recent events over on X/Twitter, the moderation team of r/dndnext and r/onednd has decided to ban links to that site. From now on, the Automoderator will remove such links.

However, since WoTC uses X/Twitter for official announcements, there's an exception to this new rule: You can still share screenshots of their tweets. Since our subreddits don't have image posts activated, please upload such screenshots to an image hosting site like imgur.com and link them in your post.
Alternatively, you can link to WOTC's official Bluesky.


r/dndnext • • Feb 19 '20

Chris Pratt and Tom Holland Want to Start an Avengers Cast Dungeons and Dragons Party - IGN

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24.3k Upvotes

r/dndnext • • Feb 16 '17

D&D is pretty cool r/all Support Lego's idea to make D&D lego! 10,000 votes needed!

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21.0k Upvotes

r/dndnext • • Aug 28 '20

I promise, nobody from WotC is going to break down your door, grab your character sheet, and force you to use the Racial Ability optional rules

14.5k Upvotes

This is, perhaps, the most baffling part of the popular discussion over the last few days, what with the announcement of Tasha's Cauldron of Everything.

People can think these rules will be poorly-implemented (possible, given that it won't have seen public playtesting), that they're a poor substitute for actually diversifying WotC personnel (absolutely true), or that many people won't use the rules (I may or may not, depending on the character and game). But why the hell are people actively getting into arguments about this? To simplify things, let's just run down the list of common arguments I've been seeing.

It's not necessary!

You know what else isn't necessary? Optional rules for gritty realism. Optional rules for firearms. Optional rules for tying knots. Some people want to use these rules. I know for a fact that my players are ecstatic about the decision to include these rules. That's a good enough reason for their existence.

The stats are part of the lore and biology! An orc is just naturally stronger than a human!

This optional rule doesn't change the average of any race, nor does it change the lore. It allows players the chance to define their individual character in terms of the Ability Scores they want--including an orc wizard who's just as smart as his gnomish classmate, and a halfling Barbarian who's just as strong as his goliath war buddy.

There's no racism in the current system or the history of D&D and fantasy! In fact, if you see racism in saying certain races are better at certain things, maybe YOU'RE the racist, you rac--

Nope. Two things. One, you're wrong, but that's a different conversation. Two, irrelevant to whether these rules are useful and fun.

Hang on, back there you said a halfling who's as strong as a goliath? That's not realistic!

This is Dungeons & motherfucking Dragons.

But this flattens out races and makes then all just variants of humans.

If you rely on built-in Ability Score Increases to successfully role-play the fantasy race you're chosen, the game hasn't failed you--you've failed the game.

You don't need the rule. I can still roleplay my 15 Dex dwarf Rogue just as well as the elf who starts with 16. It's just one point.

Yeah, and now somebody can play that dwarf with 16 Dex, so they're slightly better at the thing they've built their character to be good at. Oh, the (not)humanity.

An elf is going to be better at stealth than a dwarf, given the same amount of practice. It's magic/biology/divine mandate from Blibdoolpoolp herself!

Yeah, but my dwarf has practiced for longer, and his nickname in highschool was Quickfoot McGhee. Or that elf is just a clumsy dipshit that all the other elves laugh at. Or literally any other reason to justify why they're equally skilled.

But that's min-maxing!

Sure.

But min-maxing is bad!

Pal, if I want to get cool weird feats like Alert and Inspiring Leader while also having my main stat at 18 or 20 before level 10, that's my God-given right as an American. You don't get to dictate how I enjoy my game.

But you don't need those things to have fun playing the game!

You don't need a lot of things, but some people want them in addition to playing a different race. Something something Stormwind Fallacy.

People in my group are using it to min-max, and nobody else likes it!

Then the DM can opt not to use the rule.

People in my group are using it to min-max, and only I don't like it!

Get over it, join them, or find a table that matches what you want. It's not the fault of the rules or anyone else on the internet.

Other people on the internet are using it to min-max!

Cool story, not your problem or mine.

Regardless, I still don't like it.

That's your prerogative, but do you really need to hop on Reddit and argue with the people who do like it? TCoE will literally contain 22 subclasses, plus more feats, items, and rules, ONE of which is an optional rule as a response to something people have been asking for. If you don't like it, you don't have to use it. But there is ZERO reason to shit on somebody who likes the new option and wants to use it.

But Jeremy Crawford texted me and told me he IS going to break into my house and force me to use the new rule.

Too late. He's already right behind you.


Edit: after some serious thought and listening to some well-meaning folks in the comments, I've amended one of my points. Blibdoolpoolp is, in fact, a female deity.


r/dndnext • • Feb 19 '22

Meta No NFTs

12.6k Upvotes

That’s it. That’s the post.

I’m not making this a sidebar rule, because rules aren’t for specific topics. I’m not even going to sticky this post, because frankly it’s not worth disrupting our scheduled posts.

Any posts or comments selling, advocating, advertising, arguing the merits of, or otherwise discussing NFTs can and will be removed. Please report any that you see.

Thank you.

Edit: official announcements regarding WotC-branded products are allowed for discussion. This is subject to change, as the mod team is still discussing how to respond if that happens.

Edit 2: apparently this has hit Popular, so let me just say "Hello" to anyone who's new here, and "Goodbye" to anyone who decides to make their first post in this subreddit trying to argue how NFTs are fine actually.


r/dndnext • • Feb 02 '21

My New Favorite House Rule: Flashing Before Your Eyes

12.1k Upvotes

This rule came out of discussion with some fellow DMs, and several of us have adopted it to great effect.

Flashing Before Your Eyes
Any time you are incapacitated for your turn, the DM will ask you a question about your character or their history. If you answer the question, you get inspiration.

This has been amazing for reducing the frustration of characters getting stunned or knocked out without reducing the drama or impact. The player gets 30-60 seconds of spotlight time that keeps them emotionally engaged in the battle, and a mechanical reward that will help them shine when they return to the fight.

Here are some examples that have come up so far:

  • Is this the nearest you've ever come to death? What are the closest calls you've had before?

  • If you die in this battle, what is your proudest accomplishment? What is your biggest regret?

  • What memory do you draw upon as you try to shake off the mind flayer's influence?

This gives players an avenue for sharing backstory that's memorable and dramatic rather than dry exposition. Anything you introduce will be great fodder for the DM to bring back in subsequent sessions.

Update: After playing with this rule for a few more months, I have revised it to, "The first time in a battle you are incapacitated for your turn..." I've found that the second time usually feels more forced and artificial, and granting inspiration every single round makes death saves too trivial.


r/dndnext • • Oct 20 '20

Story Playing D&D with my 6yo is making her a rockstar at kindergarten math

11.6k Upvotes

Ever since I got back into D&D in May, my daughter has been super excited about it. After my sessions with my friends over Zoom, I have to stop by her room and give her a full recap of the night’s adventure before tucking her in. She consistently demands the Monster Manual as her “bedtime story” (tonight, we learned about drow). And we even sometimes talk about IRL things in terms of ability checks (“using ‘please’ gives you advantage on your Persuasion check, but it’s still a DC of 25 to convince me to give you ice cream for breakfast”).

She’s obsessed with kitties and superheroes, so we rolled up a tabaxi sorcerer for her. I also made a few NPCs so she’d have a complete party. We have an elf rogue who’s a pirate (and will subclass into swashbuckler) with a pet parrot. There’s a variant human fighter, who my daughter has decided is her character’s best friend. And there’s a tortle druid as the healer, since I thought she’d like the idea of him wild shaping into dinosaurs.

Anyway, this afternoon was my daughter’s first combat encounter. And we did more math (and more advanced math) than she’s even doing at school. Her class is currently working on counting. Today, however, my daughter successfully did subtraction: “The imp has 10 hit points. You hit it for 5 damage. How many hit points does it have left?” and “You have two 1st level spell slots, and you just cast Chromatic Orb. How many spell slots do you have left?”

And addition: “You only rolled a 6 on your Stealth check, but you have a +4 modifier. So what did you get?”

And, of course, she compared quantities: “With your modifiers, you got an 18 on your spell attack roll. The imp’s armor class is 13. Does it hit?”

Forget flashcards. This is how we roll.

Edit: Wow, I did not expect to wake up to 3.2k upvotes and all those award icons. Thanks everyone!

Edit 2: Since people keep asking about the adventure I used, I’ll just post it up here. It’s from the aptly named DND Adventures for Kids. We played the Cursed Amulet one.


r/dndnext • • Jul 09 '22

Story DM confession: I haven't actually tracked enemy HP for the last 3 campaigns I DMed. My players not only haven't noticed, but say they've never seen such fun and carefully-balanced encounters before.

10.8k Upvotes

The first time it happened, I was just a player, covering for the actual DM, who got held up at work and couldn't make it to the session. I had a few years of DMing experience under my belt, and decided I didn't want the whole night to go down the drain, so I told the other players "who's up for a one-shot that I totally had prepared and wanted to run at some point?"

I made shit up as I went. I'm fairly good at improv, so nobody noticed I was literally making NPCs and locations on the spot, and only had a vague "disappearances were reported, magic was detected at the crime scene" plot in mind.

They ended-up fighting a group of cultists, and not only I didn't have any statblocks on hand, I didn't have any spells or anything picked out for them either. I literally just looked at my own sheet, since I had been playing a Cleric, and threw in a few arcane spells.

I tracked how much damage each character was doing, how many spells each caster had spent, how many times the Paladin smite'd, and etc. The cultists went down when it felt satisfying in a narrative way, and when the PCs had worked for it. One got cut to shreds when the Fighter action-surged, the other ate a smite with the Paladin's highest slot, another 2 failed their saves against a fireball and were burnt to a crisp.

Two PCs went down, but the rest of the party brought them back up to keep fighting. It wasn't an easy fight or a free win. The PCs were in genuine danger, I wasn't pulling punches offensively. I just didn't bother giving enemies a "hit this much until death" counter.

The party loved it, said the encounter was balanced juuuuust right that they almost died but managed to emerge victorious, and asked me to turn it into an actual campaign. I didn't get around to it since the other DM didn't skip nearly enough sessions to make it feasible, but it gave me a bit more confidence to try it out intentionally next time.

Since then, that's my go-to method of running encounters. I try to keep things consistent, of course. I won't say an enemy goes down to 30 damage from the Rogue but the same exact enemy needs 50 damage from the Fighter. Enemies go down when it feels right. When the party worked for it. When it is fun for them to do so. When them being alive stops being fun.

I haven't ran into a "this fight was fun for the first 5 rounds, but now it's kind of a chore" issues since I started doing things this way. The fights last just long enough that everybody has fun with it. I still write down the amount of damage each character did, and the resources they spent, so the party has no clue I'm not just doing HP math behind the screen. They probably wouldn't even dream of me doing this, since I've always been the group's go-to balance-checker and the encyclopedia the DM turns to when they can't remember a rule or another. I'm the last person they'd expect to be running games this way.

Honestly, doing things this way has even made the game feel balanced, despite some days only having 1-3 fights per LR. Each fight takes an arbitrary amount of resources. The casters never have more spells than they can find opportunities to use, I can squeeze as many slots out of them as I find necessary to make it challenging. The martials can spend their SR resources every fight without feeling nerfed next time they run into a fight.

Nothing makes me happier than seeing them flooding each other with messages talking about how cool the game was and how tense the fight was, how it almost looked like a TPK until the Monk of all people landed the killing blow on the BBEG. "I don't even want to imagine the amount of brain-hurting math and hours of statblock-researching you must go through to design encounters like that every single session."

I'm not saying no DM should ever track HP and have statblocks behind the screen, but I'll be damned if it hasn't made DMing a lot smoother for me personally, and gameplay feel consistently awesome and not-a-chore for my players.

EDIT: since this sparked a big discussion and I won't be able to sit down and reply to people individually for a few hours, I offered more context in this comment down below. I love you all, thanks for taking an interest in my post <3

EDIT 2: my Post Insights tell me this post has 88% Upvote Rate, and yet pretty much all comments supporting it are getting downvoted, the split isn't 88:12 at all. It makes sense that people who like it just upvote and move on, while people who dislike it leave a comment and engage with each other, but it honestly just makes me feel kinda bad that I shared, when everybody who decides to comment positively gets buried. Thank you for all the support, I appreciate and can see it from here, even if it doesn't look like it at first glance <3

EDIT 3: Imagine using RedditCareResources to troll a poster you dislike.


r/dndnext • • Jan 27 '23

OGL Wizards backs down on OGL 1.0a Deauthorization, moves forward with Creative Commons SRD

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10.8k Upvotes

r/dndnext • • May 13 '20

Discussion DMs, Let Rogues Have Their Sneak Attack

10.4k Upvotes

I’m currently playing in a campaign where our DM seems to be under the impression that our Rogue is somehow overpowered because our level 7 Rogue consistently deals 22-26 damage per turn and our Fighter does not.

DMs, please understand that the Rogue was created to be a single-target, high DPR class. The concept of “sneak attack” is flavor to the mechanic, but the mechanic itself is what makes Rogues viable as a martial class. In exchange, they give up the ability to have an extra attack, medium/heavy armor, and a good chunk of hit points in comparison to other martial classes.

In fact, it was expected when the Rogue was designed that they would get Sneak Attack every round - it’s how they keep up with the other classes. Mike Mearls has said so himself!

If it helps, you can think of Sneak Attack like the Rogue Cantrip. It scales with level so that they don’t fall behind in damage from other classes.

Thanks for reading, and I hope the Rogues out there get to shine in combat the way they were meant to!


r/dndnext • • Dec 01 '22

WotC Announcement D&D officially retires the term "race" for "species"

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9.8k Upvotes

r/dndnext • • Apr 21 '21

Discussion When it comes to rules, what makes you say "I recognize that the council has made a decision, but given that it's a stupid-ass decision, I've elected to ignore it"?

9.7k Upvotes

For me, it has to be that unarmed strikes don't trigger things like sneak attack or smite. I feel like there's certainly reasons for it, but who doesn't want to combine an unarmed strike with Searing Smite and hit a goblin with a Falcon Punch?


r/dndnext • • Jul 21 '20

Blog My name is RPGBOT, and I write character optimization guides.

9.6k Upvotes

I really like building characters. I've been writing character optimization content for something like 7 years, and I've covered DnD 3.5 and 5e, and both editions of Pathfinder. I have class handbooks for every class in DnD 5e and 31 race handbooks (more on the way!), 8 PF2 class handbooks and ancestry handbooks for every ancestry in the core rules, and I'm adding more content constantly. I keep my guides up to date with the latest rules content, so you know you're getting an up-to-date guide.

I would love it if you would take a look at everything I've written. I'm always happy to answer questions and take feedback, and I always love to see what exciting characters people are building.

RPGBOT.net

EDIT: Hey folks, I've got to step away for now, but I'll be back online tomorrow. I'm still reading everyone's comments and I'll respond to every question if I can. For those of you who left longer comments or comments with mistakes or feedback, I'm going to respond when I've got time to give you a thoughtful response that you deserve for taking the time to share your thoughts. I really appreciate people taking the time to voice their opinions on my work. It's a really helpful way for me to improve.

For people just joining the thread: I'm still going to read and respond to your comments. I won't stop watching this thread until people stop commenting.


r/dndnext • • Jun 02 '25

Discussion Its upsetting how many people support generative ai.

9.6k Upvotes

I have lost hope when my comments about being against generative ai gets down voted.

Dnd is about creativity. Whats the point if you have a computer do the creative part. Theres no soul. characters, stories, homebrew, all should be crafted not generated.

Using modules and tables is fine cause it was all created by humans and can be used to help creativity, not take away.


r/dndnext • • Nov 28 '20

Character Building How do I make this into a character build? Performers recreate authentic fighting moves from medieval times

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9.4k Upvotes

r/dndnext • • May 30 '21

Fluff Legolas was not a ranger. He was a fighter with the Archery fighting style. Aragorn was the ranger.

9.2k Upvotes

r/dndnext • • Jan 10 '23

PSA Kobold Press announces Project Black Flag, their upcoming open/subscription-free Core Ruleset

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9.1k Upvotes

r/dndnext • • Dec 13 '20

Discussion Crud Guide to . . .

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8.6k Upvotes

r/dndnext • • Aug 10 '20

Discussion Dear WotC and other authors, please stop writing your modules like novels!

8.6k Upvotes

I would like more discussion about how writing and presenting modules/campaigns can be improved. There's SO MUCH that could be done better to help DMs, if the authors started taking cues from modern user-tested manuals and textbooks. In fact, I'd claim the way Wizards write modules in 2020, seems to me essentially unchanged from the 1980s!

Consider the following suggestions:

  • Color coding. This can be used for quest lines, for themes, for specific recurring NPCs. Edit: should always be used with other markers, for colorblind accessibility!

  • Using specific symbols, or box styles, for different types of advice. Like you say, how to fit backgrounds in. There could be boxed text, marked with the "background advice" symbol, that said e.g. "If one of the characters has the Criminal background, Charlie here is their local contact." Same for subclasses, races, etc.

  • Explicit story callbacks/remember this-boxes. When the group reaches a location that was previously referenced, have a clear, noticeable box of some kind reminding the DM. Again, using a symbol or color code to tie them together.

  • Having a large "overview" section at the start, complete with flowchart and visual aids to help the DM understand how things should run. Every module should be possible to visually represent over a 2-page spread.

  • Each encounter should have advice on how to scale it up/down, and specific abilities/circumstances the DM must be aware of. E.g: "Remember that the goblins are hiding behind the rocks, they gain 2/3 cover and have rolled 18 for stealth" "If only 3 PCs, reduce to 3 goblins"

  • Constantly remind the DM to utilize the full range of the 5e system. Here I mean things like include plenty of suggestions for skill checks, every location should have a big list of possible skill check results (A DC 20 History check will tell the PC that...), and suggestions for specific NPCs/monsters using their skills (Brakkus will try to overrun obvious "tanks" to get to weaker PCs), etc.

  • All in all, write the modules more like a modern instructional manual or college textbook, and much less like a fantasy novel. You should NOT have to read the whole 250 pages module to start running a module!!

  • Added in edit: a list of magic items in the module, where and when! Thanks to u/HDOrthon for the suggestion.

  • Added in edit: a dramatis personae or list of characters. Where, when and why! Thanks to multiple people for suggesting.

Now, let me take Curse of Strahd as an example of what's wrong. I love the module, but damn, it's like they actively tried to make it as hard to run as possible. One of the most important things in the whole campaign - that Father Donavich tells the players to take Ireena to the Abbey of Saint Markovia, which is basically the ONLY way to get a happy ending out of the WHOLE campaign - is mentioned twice, both in basic normal text, in the middle of passages, on page 47 and 156. This should be a HUGE thing, mentioned repeatedly and especially very clearly at the start.

In fact, Ireena is pretty much ignored throughout the whole module, despite the fact that by the story, the PC party should be escorting her around and protecting her as their MAIN QUEST for most of the campaign. There's no really helpful tips for the DM on how to run Ireena, whether a player should run her, etc. Not to mention Ismark, which is barely mentioned again after his introduction in Chapter 3. These NPC could very well travel alongside the party for the whole module. Yet there is zero info on how they react to things, what they know about various places, and so on.

And finally, when it comes to "using the system": In Curse of Strahd, Perception checks are used at all times, for nearly everything, even situations that CLEARLY should use Investigation. In fact, there are 6 Investigation checks throughout the entire book. There's about 60 Perception checks. Other checks are equally rare: Athletics: 10. Insight: 6. Arcana: 4. Acrobatics: 3. Religion: 2. History and most others: 0.

I was inspired to write this by u/NotSoSmort's excellent post here, credit where due.

EDIT: Wow, thanks all for the upvotes and the silver, but most of all for your thoughtful comments! One thing I should stress here like I did in many comments: my main desire is to lower the bar for new DMs. As our wonderful hobby spreads, I'm so sad to see new potential Dungeon Masters pick up a published 5e module, and just go "ooooof, this looks like a lot of WORK". I want, ideally, a new DM to be able to pick up and just play a module "the way it's intended", just after reading 10-15 pages, if that much. The idea is NOT to force DMs to play things a certain way. Just make the existing stuff easier to grok.


r/dndnext • • Jul 24 '21

Story I blew my player's minds with a massive 4th wall break, shattering their understanding of everything they thought they knew about the entire campaign.

8.4k Upvotes

Hi, I'm a forever DM and I have absolutely no problem with that. I'm passionate about DnD and the stories that spawn from it, I enjoy lurking and reading community stories, taking inspiration and applying it to the betterment of my own DnD campaigns. I've had a story up my sleeve for some time and I feel confident enough now to tell it.This one is going to be a long one, so grab yourself a snack and enjoy!

The campaign was known as "The Shifting Seas". The campaign is now finished, and simply thinking of the name brings in a wave of nostalgic memories and stories. Easily the highlight of the campaign was this story.

The world of "The Shifting Seas" is as follows:Majority of the world is covered in an endlessly deep ocean, dotting the ever extending blue are small islands. These islands house all civilisations in the world. However there is a strange occurrence within the world of the Shifting Seas. The islands are split into two categories, true, and husk. True islands are as any normal island should be. However husk islands are an enigma. Every week, a worldwide event known as "The Shift" occurs. During the Shift, all husk islands above the water are dragged down and disappear forever, new husk islands appear in other places of the world.

The inhabitants of the world are similarly split into two categories: true, and husk. True people are those who reside on the true islands, doing whatever it is that they do. Husks reside on the husk islands. At the beginning of the campaign, I made it clear to my players that husks always stay on husk islands. There has never been a recorded case of a husk leaving its husk island.

Husks however, are not mindless beings. They are people who have emotions, beliefs and interesting stories. In every husk island that is inhabited by a civilisation, there is a story accompanied with it, that justifies its place in the world as if it has always been there. There have been husk islands that have histories with other, true, islands. The inhabitants of the husk islands believe this history, however the rest of the world, the trues, understand that this history is nothing more than a fabrication. That this supposed island with rich history only in fact came into existence this week, and next week it will be gone.

As a result, husks are viewed as subhuman compared to everyone else. There is even a faction of pirates who solely target husks, they invade the island and plunder it of everything with value. Nobody really cares about these horrible actions. The husks are pillaged, killed, raped, they have horrible things done to them with no consequence, why would there be any consequence? The husks will simply disappear after a week anyway.

This was essentially the base building blocks for the campaign, along the way, my players would venture throughout the world, visiting husk islands and true islands, and would eventually uncover a horrifying truth about the nature of the very world.

Here we mark the beginning of the actual campaign.

Three men stand in front of a quest board at a local tavern on the island of Point Jak.- The first is Jota Hann, a woodsman whose simple hunter/gatherer lifestyle with his wife was shattered when the forest he resided in was burnt to the ground, and his wife was killed, by a red dragon.- The second is Shin Kaze, more commonly known as Ryu, a gangster working for the worldwide shadow organisation: The Mazoku.- The last is Scythe, a man named after his weapon. An amnesiac whose first memory is waking on the empty beach of an island that sits halfway across the world.

These men have never met each other before, but when looking upon the quest board, the difficulty of the available quests encourage the three men to join forces. So began the quest of our heroes. The quest in question that they chose was to track down a young man who had sliced the belly of the local priest open, and bring him in for execution. After tracking down the young man, the players learnt his story.

His name was Amon Ivo, and his reason for killing the priest was sympathetic. Instead of bringing him in, the players instead vowed to sneak Amon off of the island, and away from his persecution. They succeeded, and gained an ally who would accompany the party for some time, and eventually become key in entangling the mystery of the world.

This would happen when the players visited their first husk island known as Endeem. Endeem was an husk island populated entirely by primitive, warring dragonborn tribes. Each tribe had an in depth history that seamlessly intertwined with other, true, islands. Despite this, my players understood that this history was false.

Each tribe wanted help to conquer the other tribes, and were offering different things in return. The players chose to ally with a tribe that promised the hand of their princess, a white dragonborn named Faerina Fuurrhusar, in marriage. The players fought for this tribe fuelled by the promise of Waifu. Eventually they had accomplished their task. But the shift would be occurring that night and they did not want to be on the island when it started. The players snatched the princess and began to retreat to their ship as the sun began to set.

They made it onto their ship with the princess and looked back to the dock, their companion, Amon Ivo, was sprinting right behind them. The players encouraged Amon to hurry, however he did not make it in time. Amon suddenly stopped in his tracks, standing extremely still, his gaze empty. The husk island began to sink into the ocean, and Amon stood motionless as the water slowly swallowed him whole. At that moment, I told my players to roll a wisdom saving throw.

The throw was impossible to succeed. After all of them rolled, I began to inform them that their character's minds were being altered. Faerina, the husk dragonborn princess that came with them on the ship, was now a true, someone who the players found adrift at sea.Amon, however, was a husk on the island of Endeem. The players met Amon on Endeem and saw him sink into the ocean with the island, just like any other husk.

The player characters did not think anything was out of the ordinary, however the players knew what they had just saw. That true people are capable of becoming husks, and husk people are capable of becoming true.

This event was a revelation, but is not the mind-blowing event that I promised, that event is soon to come. This event laid the foundation for what is to come: The 4th wall breaking reveal that shattered my player's expectations.

The next piece of the puzzle came into view from the sea once again. A husk island. The players were sitting on a beach when the shift occurred. Off in the distance, they could see a husk island rising from the waves. Only, this one was different. It began to rise further, further upwards. Rising past the sea and into the sky. However this island was not floating, no. It was supported by a thick stem that ran down beneath the waves.

My players ventured onto this island. The island was uninhabited for the most part, however had a complex cave system. The party delved through the cave and eventually came upon a sort of device, it was currently dormant. They all discussed whether or not they should activate the device. They all eventually agreed that if nothing was ventured, nothing was gained. Sure of consequences, but unsure of what they might be, the players activated the device. The entire island shook, and the players began to race back out of the cave and off of the island. However when they exited the cave, the entire island turned and became vertical, falling towards the water below. The players held on for dear life, and everything went black.

The player awoke a week later, rescued by allies. The first thing they wanted to know was what happened to that husk island. And their allies informed them that the island was no longer a husk, the shift had already occurred, however that island did not sink into the ocean unlike all others. The husk island had become permanent, true, and it was all because of the players. The device that they activated had caused the stem that raised the island to be severed. The stem was what made the husk island a husk island.

A thought suddenly came over the players. If a husk island can become true, what of the other true islands? Were they husks at one point? They ventured out to determine their hypothesis. In a submarine, they ventured down the side of one island. Eventually the island's side sloped inwards on itself and the players found themselves at the underside of the island. The island wasn't connected to any solid ground, it was just floating in the water like a piece of your cookie that tragically broke off and landed in your milk. And to my player's horror, they found a broken stem sticking out from the underside of the island.

This revelation created a rift between the players. One of them came to the realisation that all of the atrocities committed against the husks, the pirates, the pillaging, the discrimination. It was all against husks, committed by husks. The other two acknowledged this, however still argued that there was still a differentiation between the two groups. Husks were still husks and trues were still trues. Husks will come and go, but trues are here to stay.The first player refuted again, stating the case of Amon. Who is a husk? Who is a true? Anybody has the capability to become both. In fact the world was probably full of these cases. People venturing onto husk islands only be dragged down into the water and be remembered as husks, and husks who venture off of their island to be acknowledged as true.

Oh boy, this player didn't know just how right they were. But they wouldn't come to realise this until it all came together, all of the mysteries, the revelations. The players had found out the secret of the husk islands. However there was still just one more piece of the puzzle that would absolutely blow my player's minds.

The next shift, there was another peculiar island. The island's presence was causing a stir amongst the entire world. The island was another island with inhabitants, rich history intertwining with the rest of the world. It was another whole place to explore. However there was one unsettling aspect of it. On the island was a monk who resided in solitude at the peak of the island's tallest mountain. This monk, apparently knew that he, his island, and everyone on it was a husk.

This monk had the players full attention. They raced to the island, certain that this monk would provide the players with another revelation that would expand their understanding of the world. When the players stood before the monk, they were shaking in anticipation. The monk was shrivelled and anorexic, his skin was rotting and his eyes has gone foul like rotten raisins. However the monk took one look at the players and smiled, he knew exactly what they were after. Answers. What the players heard next blew their minds.

"Has there ever been a moment in which your life seemed to be split in two? A point in time that separates your backstory from your actual story?"Confused, the players asked what he meant."A gangster, a woodsman and a lost soul. Is that really who you are? No. You are none of those things. You are simply three souls who looked upon a quest bulletin board."The players were called back to the first session, the meeting of their characters and the beginning of everything. But they still couldn't ascertain what the monk was implying. That was when the monk put it simply."You are husks."

The monk finished and left the players at that. Most of the players were left confused. However one of them realised. He began to freak out at the realisation and told the rest that they have to return to Point Jak, the island in which they started on. The players all raced to Point Jak. They found that it wasn't there. Point Jak was a husk island just like any other husk island...

A moment in which your life is split in two... A point in time that separates your backstory from your actual story... Within DnD, that would be those first moments. The players all sitting at the table eager to begin a new campaign. The stories that they had each written up for their characters, that was all in the past now. Their characters had lived, and were now ready to live through a new era of their lives, a new story.But not for my players. Their characters hadn't lived at all. The beginning of the first session where I told the players what was in front of their eyes, a quest board. It was no ordinary quest board, it was the first thing that the player characters had ever laid their eyes on. In that very moment, the player characters came into existence. When the shift ushered them life.

My players that session sang just how crazy of a twist that was. I myself am very proud of it to this day. I hope that anyone who made it this far enjoyed it. I had fun reliving the memories as I wrote this story. Thank you very much!

Edit: Thank you so much for the positive feedback. Some people were asking for the world map so here's the map of the Shifting Seas if you cared. All of the islands shown here are true island btw.


r/dndnext • • May 15 '19

Stephen Colbert to play in a Dungeons and Dragons mini-adventure run by Matthew Mercer of Critical Role fame for Red Nose Day

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8.4k Upvotes

r/dndnext • • Feb 15 '21

Discussion Magic is like a helicopter.

8.3k Upvotes

I was trying to think of a decent analogy for how people would perceive magic and I think a helicopter fits quite well.

  • Almost everyone knows what a helicopter is. If one flies overhead, people recognise it as a helicopter but don't know the make and model. / Almost everyone knows what magic is. If someone starts muttering and moving their hands, people recognise it as a spell but don't know the exact effect.

  • Most people have seen a helicopter - either up-close or at a distance. / Most people have seen a spell being cast - either up-close or at a distance.

  • A few people (physicists, engineers, nerds) know how a helicopter works, but they don't know how to fly one. They might be able to name a helicopter's make and model if one flies overhead. / A few people (nobles, guard captains, scholars) know how magic works, but they don't know how to cast spells. They might be able to identify a spell's effect if they see it being cast.

  • Very few people have ridden in a helicopter. / Very few people have had a spell cast on them.

  • A tiny portion of people can actually fly a helicopter. / A tiny portion of people can actually cast magic.

  • A minuscule fraction of the people who can fly a helicopter are helicopter stunt pilots. / A minuscule fraction of the people who can cast magic are high-level casters.

I know this won't fit for every setting (like ones where magic is illegal, or incredibly common) but in general terms, is this an accurate analogy? Do you have any other analogies for how people would perceive magic?


r/dndnext • • Jun 24 '20

WotC Announcement Icewind Dale: Rime of the Frostmaiden is going to include a talking sperm whale that functions as a boat/submarine Spoiler

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8.2k Upvotes

r/dndnext • • Feb 24 '22

Story Party just now realized they've been carrying a literal, fully functional gun around for the past 30 sessions

8.0k Upvotes

The party found the rifle over a year ago, after the first major leg of the campaign. I was pumped when they found it, because they had some really tough fights coming up right after.

They never realized what it was.

They have been hauling the thing -- which I cannot stress enough, they found fully operational and complete with 20 rounds of ammunition -- around for more than thirty sessions since then. Through several perilous dungeons, multiple near tpk's, three PC deaths (!), and a boss fight against the big bad that went so disastrously that it went for nearly 20 rounds and killed half the population of the town they were in.

You could have just shot his ass.

I have been tearing my hair out since The Year of Our Lord 2020 waiting for them to figure out what it was. It's not like they forgot they had it; we use cards for items and they passed the thing around between each other and talked about it pretty frequently. A "weird mechanical staff of wood and iron, with a little lever and an opening at the end".

One of them even joked that it sounded like a gun.

All it took was a DC 20 Investigation check over a lokg rest to work out how to use the thing. Did I mention that the Rogue, who was carrying the rifle, literally has Expertise in Investigation (+9) and her entire character is themed around solving puzzles and messing with mysterious objects? I gave her a puzzle box with the same DC early on, and she cracked it, entirely unprompted, within the session. She got inspiration for it! It never occurred to her to investigate the gun.

I am on the fucking ropes here y'all.

All those dead NPCs.

Three PC deaths.

They finally realized what they had when they were holed up in a cave, deadly enemies bearing down on them, with an NPC from another plane. He took one look at it and more or less said,

"Holy shit, you have a fucking GUN?" and showed them how to use it.

All the players went "Ohhhhhhhhhhhhhhh."

The Rogue's player said, "Oh, I knew that the other things were bullets but I didn't realize that was a gun. I thought we still had to find a gun!"

My soul left my body.

Thirty sessions.

You could have just shot his ass.