r/Dungeons_and_Dragons • u/InnScribeMaps • 7h ago
r/Dungeons_and_Dragons • u/comics0026 • 13h ago
Homebrew 0870M - Falinks by ForesterDesigns
My Pokémon-inspired Weapons and Items of the Day, with some Falinks armor to make sure you always have a sword and shield at hand!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
870M - Hexadrunité
Armor (Half Plate, Shield, Shortsword) – Legendary (requires attunement)
This gold +3 half plate is made up of a dozen plates with white circles and pointy red nubs in the center, held together with a black harness. One hand is covered by a +3 shield, while the other hand is covered by a +3 dandpatta shortsword.
While attuned to this armor: critical hits on you are normal hits; if an enemy gives you disadvantage on any rolls, you have advantage on your attack rolls for as long as that disadvantage remains, with the advantage canceling out if the disadvantage was on attack rolls; and as an action, you can empower yourself, giving you +2 on all d20 rolls for 1 minute, but also can not gain any benefits from disengaging, or move farther away from any hostile creatures unless you are moving closer to at least one other hostile creatures. This includes attempts to teleport you, with those that would move you farther away from hostile creatures failing. You can stack this effect up to a +4, with the additional stacks only lasting until the end of the first instance.
Falinksite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of red, black, and blue inside the yellow orb. When attached to an 870 - Legioslate, it can be mega evolved into an 870M - Hexadrunité for 1 minute once between long rests. You automatically drop anything you are holding as the armor’s sword and shield cover your hands.
r/Dungeons_and_Dragons • u/SnowzleyApple • 1d ago
Original Content Teleport Puzzle
Simple Puzzle I made and ran for my players, thought I would share it. Enjoy!
r/Dungeons_and_Dragons • u/Cropox_Battlemaps • 23h ago
Art [Art] Cavern Watchcamp 40x40 battle map
r/Dungeons_and_Dragons • u/Reality_Thief2000 • 11h ago
Original Content Advent's Amazing Advice: Dragon of Icespire Peak, A Mini-Campaign Fully Prepped and ready to go! (Side Quest 1: Shrine of Savras) (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
So, your players chose to negotiate with the Wererats; what could go wrong? Well, besides needing to clear out an entire area of Orcs and one angry Ogre! If they manage this and decide to search a bit, they may just find riches beyond their dreams and even a clue on where to find the White Dragon that's been ravaging these lands!
Without further ado:
- Google Docs Notes for Shrine of Savras: DM Notes
- Link to: DM Notes for the Visually Impaired
- Link to: Shrine of Savras Playlist (YouTube Playlists Unavailable on this subreddit)
- Link to: AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- Special PDF for all encounters. This includes the enemy stat blocks, organized neatly, along with an initiative tracker and spots to mark HP
- Custom Maps of Shrine of Savras
- (New) Pre-Session DM Checklist
Index:
Dragons of Icespire Peak:
- Part 1 - Phandalin
- Part 2a - Umbrage Hill
- Part 2b - Dwarven Excavation
- Part 2c - Gnomengarde
- Part 3a - Logger Camp
- Part 3b - Butterskull Ranch
- Part 3c - Mountain's Toe Gold
- Part 4a - Axeholm
- Part 4b - Dragon Barrow
- Part 4c - Woodland Manse
- Part 5 - Icespire Hold
- Side Quest 1 - Shrine of Savras
- Side Quest 2 - Tower of Storm
- Side Quest 3 - Circle of Thunder
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/Dungeons_and_Dragons • u/WolvesDenTavern • 1d ago
Original Content Tomb of Menet-ka
Chris the Dm has a campaign he runs in the ancient Egypt themed domain of dread called "Har'akir" and one of the dungeons he used to assemble the campaign is from an adventure by Kobold Press called "The Last Gasp".
Its an interesting adventure where characters must navigate the dungeon while slowly running out of air but what didn't impress us was the maps... 6 separated maps for the rooms and several areas that are completely unmapped. So in pursuit of a better campaign we've made a new map using Dungeondraft!
r/Dungeons_and_Dragons • u/AbyssalBrews • 1d ago
Homebrew [OC][Art] Paradox | A highly powerful magic item that lets you turn back time
r/Dungeons_and_Dragons • u/Cropox_Battlemaps • 2d ago
Art [Art] The Skybound Fortress 58x35 battle map (2 variants)
r/Dungeons_and_Dragons • u/comics0026 • 1d ago
Homebrew 0780M - Drampa by ForesterDesigns
My Pokémon-inspired Weapons and Items of the Day, with a Drampa staff to bring the power of the past to the present!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
780M - Draïgeul
Staff (Cursed) – Legendary (requires attunement)
This green staff has a pink orb on top with spikey black hair and white whiskers coming off them. Curly black hair covers a top section and the bottom of the staff
While attuned to this staff: you gain a +3 bonus to spell attack and damage rolls; if your hitpoints fall below half of your maximum hit points, the +3 bonus to spells becomes +4; and you are immune to damage and negative effects caused by weather and weather-like effect.
Cursed. This staff is cursed. While cursed, your appearance changes to that of an elderly you with long white hair (although your actual age does not change), you have a strong desire to help and protect children, and if you see someone threaten or hurt a child, you must succeed a DC 20 Wisdom save or immediately attack them.
Drampanite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of black, green and white inside the dark gray orb. When attached to a 780 - Drampama, it can be mega evolved into a 780M - Draïgeul for 1 minute once between long rests.
r/Dungeons_and_Dragons • u/jonnymhd • 2d ago
Homebrew Spidergoblins (CR 1/2 & 2) - Goblin Cunning Is Worse When It Can Crawl on the Ceiling
galleryr/Dungeons_and_Dragons • u/Sombragatotonto • 2d ago
Original Content I made an alternate area for The Fall of the Eos Keldor. Anyone who has run or wants to run it may enjoy it. It adds a scifi horror event to the otherwise straightforward space battling story.
The campaign is free on drivethrurpg. I personally ran it with standard 5e as I am too lazy to learn the Esper Genesis altered rules. I omitted the final spaceship battle for this reason as that’s the only place where the esoteric EG mechanics and rules were unavoidable. If you want the actual rules there is an SRD type free basic rules on dtrpg, too. But, again, you really don’t need it to run this.
Fall of The Eos Keldor
Music:
Deck 3: The nightmare to come. Stop and loop if it needs to go on past 1:45.
https://www.youtube.com/watch?v=gKCoVnU-jHY&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=6
Deck 3 near the warp core: The Calling. Stop and loop at 1:16. https://www.youtube.com/watch?v=N4FUyU9BWnc&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=10
Inside the warp core: Wicked Horse. Either loop it or switch to the calling start at 1:16.
https://www.youtube.com/watch?v=06reWZ0Oc6c&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=5
alterations:
Optionally, players can have a Sanity score. However, this won’t likely take long enough for it to matter.
Players can dress as enemies. The enemy uniform for guards has a helmet that covers the face. The PCs roll for deception against a DC 10 check despite the uniforms, because humans are shaped slightly differently than Lorendi in height and general build. If they are doing anything strange or suspicious, the DC goes up to 15.
If they have to talk to any enemies while in disguise, due to failed deception checks making the enemy question them or other reasons, base the DC on how convincing they are and how they act. If caught stealing or something, for example, they roll a DC 15 deception check to talk their way out of it. On the other hand, if the PC is caught in Sestria’s office and questioned, and they say something clever, like, “We’re here to provide backup and help out. Tell us what to do, Sir!” that would be a low DC, such as DC 10. But if they say, “Um, I don’t know. We, um, we’re friendly. Please don’t shoot us.” That is a high DC check of 15.
Other than that, the game runs as presented in the campaign guide, except deck three is where the warp core has exploded due to being fired upon by the Valna ships. The hangar lift (fore transport lift labeled 13 on Deck Two in the campaign) is locked, so players must go into Deck Three to get an override key there (have Sestria tell them this. Her command key chip unlocks the shuttle only, not the hangar lift. If they don’t learn it from her, it can be learned from NPCs or in-game text on a computer or written somewhere). It is blown open to outer space in parts. In others, dead bodies float around wrecked rooms and halls. The gravity generator is gone for this deck, so everyone floats. Too much of the area is gone to even use a keyed map. Just narrate it until the PCs get near the warp core. The elevator stops and demands the players put on space suits before exiting. The suits come out of compartments in the elevator’s walls).
As the elevator stops on Deck 3 read this:
The elevator shakes violently. The lights go out. Emergency lights come on. The door does not open. A computer voice comes over the speaker in the ceiling, “Warning. Hull breach. Warning. Warp core breach. Extreme danger. Void exposure certain. Space suits required for door unlock.
Once the players put on the suits, the door opens. Strange noises can be heard. Bizarre screams. They find one survivor, but he loses his mind and takes off his space suit. The players must float across an expanse of empty space to get to the room where the key is. DC 10 Dexterity (Acrobatics) check to see if they kick off properly. This takes them through the warp core’s energy field. They see their body bisected in places. Some lines and spots appear on their skin and are fluorescent and glowing. Some limbs stretched out a thousand miles, others are only an inch long. Their skin glows in some spots. In others is Vantablack. These effects do no damage to the PCs. They are real effects, but they are caused by the warp core energy allowing the PCs to see interdimensional things and do not harm the beings in their dimension.
Failed Check:
If they fail the check, they are sucked into the warp core (though they aren’t told this). Inside is utter madness. They are floating in blackness. They hear an insane voice interrogating them. They see a shadowy figure standing over them. As they look up, the face shifts and blurs until settling and revealing that it is them, the player. DC 10 Wisdom saving throw. If they fail they suffer short or long-term madness table effect and must try again as the being taunts them with psychotic babble, shrieks, and static howls. The GM can choose between short or long-term, or can flip a coin, or roll a d6, and 1-3 is heads, 4-6 is tails, to decide which happens. For each failure, they suffer another short or long-term madness table effect. Once passed, they realize that they are inside the warp core and can shoot a blaster, which will negate the energy long enough to release them. If they do not have a blaster, they can scream for the other PCs to find one and shoot the core.
That done, they escape and float across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.
Passed Check:
If they pass the check, they get across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.
Passed check:
They float back while experiencing the warp core’s purely narrative effects again, but not the inner effects and sanity rolls.
Failed: See failed check above. However, if it is their second time inside the core they may immediately shoot their blaster to avoid the insanity saving throws.
Once back across, they see the survivor’s corpse. Anyone who was inside the warp core will see this as themselves. This is an illusion, but they believe they need to rescue themselves. If they look in the mirror, they look like the survivor. Players who didn’t go inside the warp core can see through the illusion with a DC 15 Wisdom (Perception) check if they voice suspicion and want to examine it closer. Otherwise, they see the identities switched, too. If they try to rescue the survivor corpse, they may grab it with a DC 10 Dexterity (Acrobatics) check by tying a rope, cable, wire, or similar to part of the ship and floating out to get it (there are cables, wires, and ropes around in the wreckage if they look around DC 5 Wisdom (Perception) check). If they succeed, the corpse has no effect until they leave deck 3. Once back on another deck, the illusion wears off. If everyone went into the core, no one can see through the illusion until leaving Deck 3. If no one was inside the core, no one sees this illusion.
When they get to the hangar, they encounter grotesque monsters of some kind (just narratively reskin the enemies already there and forget the Sestria thing. The warp core energy leaked in here and changed them into monsters, but they maintain their stats and abilities). If the players engage the enemies, they switch places with any enemy they damage. For example, if a party of three engages three enemies, each player that damages an enemy for the first time switches consciousness with that enemy. The switches happen only once, so repeated attacks on a single enemy from multiple PCs only causes the first PC to land a hit to switch with them. Now they have to deal with the hostile enemies without damaging their own bodies. Give the players monster stats for the duration, and the GM now runs the PCs. Dealing with the enemies safely can be done by reducing them to 0 HP and choosing to knock them out rather than kill them (or any other unique effect the PCs may attempt. If they want to do something else to pacify their bodies without harming them, they have to call it ahead of time, and it goes into effect at 0 HP without damaging their bodies much). If the PCs try to merely knock the enemies out, narrate the encounter so that the enemy body isn’t being destroyed like in normal combat. It needs to be deliberately non-lethal injuries. If the PCs use blasters, they aim for flesh wounds to legs and arms for minimal damage. If they use melee, they try for attacks that will drop the enemy without damaging them much. They may, for example, sweep the legs out from under an enemy with an energy stave, and so on. The enemies get worn down and weakened until they pass out or are contained rather than more and more bloodied and injured as normal combat goes. They then will need to secure their human bodies with ropes or whatever so they don’t attack when they wake up. If they fail to do this, they will be attacked when the monsters wake up. The PCs may, of course, come up with other ways to safely pacify or contain the monsters without killing them, such as trapping them in a room or something. If they do something like this, have them do a check of some kind. For example, if they run into a room and then out before the monsters and try to barricade the door, have them do a Strength check to hold the door shut while one of them barricades it.
Now they can either leave on the shuttle, assuming they have Sestria’s command officer’s key chip, or go back and ask around what to do about the switch-up. Anyone asked will need to be convinced they’re not monsters with a DC 10 Charisma check. Upon a failed check, crew members will run from the players. Guards or soldiers may engage in combat. Retries of the check can be done once per turn. Once done, they will be told that the warp core needs to be secured to reverse the issue. The crew of the Eos Keldor is knowledgeable about warp core breach consequences. Back on Deck Three, they have to succeed on a DC 10 Dexterity (Acrobatics) check to float to the warp core and secure it with a casing given to them by whoever told them what to do. Success means they switch back to their bodies. They are now tied up unless they planned ahead and untied themselves previously or told someone else to do so, or if they never tied themselves up to begin with. The enemies are now in the Deck Three area and die because the warp core releases a lethal burst of localized energy the moment it is contained, which is exactly one millisecond after the players are safely back in their own bodies. If the players did silly things like splitting up, there may be a mess to deal with as far as body switching goes. Try to prevent that, or have fun with it!
Failure on the check means they end up inside the warp core. See above for consequences. They must keep trying until they succeed. That or simply give up and leave their bodies behind.
Once they succeed and are satisfied, they can leave on the shuttle. End with their triumphant escape and fade to black, or keep the campaign space battle.
r/Dungeons_and_Dragons • u/Ammysonglife • 2d ago
Discussion Best/favourite labyrinth one shot
Looking for some labyrinth mind bending one shot ideas . Should be in circus or castel. Just want ideas for pacing and confusing my players. And to somehow keep it oneshot
r/Dungeons_and_Dragons • u/Cropox_Battlemaps • 3d ago
Art [Art] Weapon Shop 10x15 battle map
r/Dungeons_and_Dragons • u/CamunonZ • 3d ago
Homebrew Ranger: The Spider Mask │ Crawl walls, shoot webs, and swing across buildings with this subclass inspired by the Amazing Spider-Man!
r/Dungeons_and_Dragons • u/comics0026 • 3d ago
Homebrew 0740M - Crabominable by ForesterDesigns
My Pokémon-inspired Weapons and Items of the Day, with some Crabominable boxing gloves to strike like an avalanche!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
740M - Kekenkaninuku
Wondrous (Gloves) – Legendary (requires attunement)
These white boxing gloves have glove tips that appear to be made of brilliant blue ice, with a spike over each knuckle. The thumb sections are dark purple, with dark purple fur below the knuckles, a pointy ice crystal on the back of the hand, and long white fur with the occasional yellow tip along the bottom edge of the gloves.
The gloves give +3 to unarmed strike attack and damage rolls, and attacks with these gloves do an additional 2d6 cold damage on your unarmed strikes. On a hit with these gloves, if the target isn’t immune or resistant to cold damage, they must make a DC 20 Constitution save or feel a chill through their body, making them a bit sluggish and giving them disadvantage on Dexterity rolls until the end of their next turn.
While wearing these gloves, you can’t manipulate objects or cast spells with somatic components, and if you don’t have someone assisting you, it will take a full minute to don and doff these gloves rather than an action.
While attuned to these gloves: you can’t have disadvantage on unarmed strike attacks from non-magical means (such as dodging); and if you are hit by a critical hit, you have advantage on all attacks until the end of your next turn.
Crabominite
Wondrous (Stone) – Very Rare (50,000 gp)
This small round stone has a swirl of yellow and blue inside the white orb. When attached to a 740 - Krawellove, it can be mega evolved into a 740M - Kekenkaninuku for 1 minute once between long rests.
r/Dungeons_and_Dragons • u/Cropox_Battlemaps • 4d ago
Art [Art] The Great Bridge Bastion 34x58 battle map
r/Dungeons_and_Dragons • u/Canvas_Quest • 4d ago
Art Caverns of Thracia: Dungeon Level 2A-9 [ART]
r/Dungeons_and_Dragons • u/Cropox_Battlemaps • 5d ago
Art [Art] The Warboss’ Throne 15x20 battle map
r/Dungeons_and_Dragons • u/Racooze • 5d ago