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  • Table of Contents:

    1. Introduction
    2. The Monk’s Features at Level 5:
    3. Unarmored Defense
    4. Martial Arts
    5. Ki (Including Ki Features)
    6. Ability Score Improvement
    7. Slow Fall
    8. Extra Attack
    9. Conclusion

    Introduction

    The Warforged Monk is faced with a dilemma. A wraith desperately wants to rid the dungeon of a spectator who is holding precious magic at the building next door. –However, the adventurers are already aware of the spectator, having already dealt with the planar monster. And now they are looking at the ghostly treasures the wraith keeps but can’t use. Greedy bastard. A trap is sprung, and it’s time to take the fight to the solo spirit. 

    Luckily, you, the Monk, go first. 

    As the Monk, you announce that you attack the wraith and end your turn. 

    “With your fists? Just the once?” The DM asks. 

    “Yes, and yes,” you say.

    “Okay then…”

    The wraith takes 1d6, which is then halved due to being resistant to bludgeoning. Some of the more seasoned players take psychological damage, too. Meanwhile, the Monk smiles, pleased with themselves that they did…something?

    The rest of the players swiftly take care of the wraith before it can react, so the fight doesn’t end terribly. However, the party members eye their Monk teammate sideways. What about the next battle? 

    In this article, I aim to highlight the many features available to the Monk. –Particularly at the 5th level. I chose level 5 to give beginning players an idea of what to expect at that specific level of play and also provide a general baseline for other players to compare to. For simplicity, I’ll only touch on Monk features in the Player’s Handbook (PHB). If you don’t already have it, I recommend getting one so you know what’s what.

    I’ve already touched on the Barbarian at Level 5. The Fighter at level 5, too, if you want to check those articles. 

    The features will be described from the 1st level up to the 5th level. I plan to explain some possible combos as we go down the list. 

    The Monk’s Features at Level 5: 

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    Unarmored Defense

    A level 5 monk should know they do not need to wear armor to gain a significant advantage to their Armor Class (AC). 

    • Your Monk’s AC is 10 + Dexterity modifier. 
    • Remember that you cannot wear armor or shields for this effect to apply. 

    Martial Arts

    This feature is the bread and butter for Monks, and it gets stronger as you achieve higher levels. Particularly at the 5th level, Monks can enjoy dishing out 1d6 worth of damage for the first time (Earlier levels have the Monk dishing out 1d4 damage). There are other benefits:

    • You benefit from the Martial Arts Feature only if you are unarmed or have monk weapons (short swords, simple melee weapons that do not have the two-handed or heavy properties). 
    • Instead of Strength, you use the Dexterity modifier for attack and damage rolls. 
    • You can roll 1d6 to damage enemies with an unarmed strike or monk weapon (as mentioned above). 
    • On your turn, attacking with an unarmed strike or a monk weapon grants you the right to do another unarmed strike as a bonus action (Make sure you haven’t expended a bonus action already). 

    Ki (Including Ki Features)

    If Martial Arts is the bread and butter of Monks, then the Ki Feature is the pizza and french fries of Monks, too. A 5th-level monk will have access to 5 Ki Features:

    Flurry of Blows

    Remember the part of the martial arts feature that gives you the chance to take an unarmed strike as a bonus action? With Flurry of Blows, spending one ki point will allow two unarmed strikes instead of one on that bonus action. 

    This move is excellent for adding damage. Thanks to your Martial Arts dice, it only gets more potent at higher levels.


    Patient Defense

    • When you spend one ki point on your turn, you can take the Dodge Action on your turn. 

    This is great for mitigating the worst attacks you have to endure. 

    About Dodge


    Step of the Wind

    • When you spend one Ki point, you can choose two abilities as a bonus action: Disengage, or Dash. 
    • Your jump distance is also doubled. 

    Out of combat, I see Step of the Wind as handy for climbing buildings and making it easier to traverse rooftop environments. 

    About Disengage

    • You can move out of range of enemies without provoking Opportunity Attacks. 

    It’s beneficial for moving out of the way of crowds or getting away from the Big Bad Evil Guy (BBEG). 

    About Dash

    • You can move double your movement speed (plus any qualifying modifiers, if available). 

    This is excellent for getting in battles quickly if you are too far, and you can still attack on your same turn. 


    Deflect Missiles 

    This one is one of the coolest Ki features available. Great for defending and attacking against ranged opponents! 

    • As a reaction, you can deflect a missile (or projectile) when hit by a ranged weapon attack. 
    • The damage is reduced by 1d10 + DEX modifier + Monk level (5). 
    • If the damage is reduced to 0, you can spend one ki point to catch the missile if you have a free hand that can hold it. 

    What happens when you catch a Missile using Deflect Missiles? 

    • During the reaction, you can make a ranged attack with the projectile you caught (including thrown weapons like Javelins). 
    • This reaction attack is made with proficiency, and the weapon will have the same damaging effects as a monk weapon. So cool! 

    Stunning Strike

    This move is excellent for stopping a creature in its tracks! Great for ending chases, stopping rituals, and fighting the BBEG. 

    • When hitting a creature with a melee weapon, you can spend one ki point to do a Stunning Strike.
    • The creature you hit must make a Constitution saving throw (8 + Monk proficiency + Monk Wisdom modifier). 
    • The creature is stunned until the end of your next turn if it fails the saving throw.

    About Ki Points 

    The five features above require at least one Ki point to be spent to use. At level 5, a monk will have 5 ki points (You gain 1 ki point per level). This means a lot of versatility, especially with the Monk’s Monastic Tradition (This will be introduced shortly). 

    How do you Recharge Ki Points?

    Ki points are recharged by meditating for at least 30 minutes. This can be done by using a short rest or long rest. 

    This makes the Monk really useful for getting back into fights quickly, whereas spellcasters would have to wait much longer. Specifically, monks should have their ki points charged and ready between watches during a long rest. 


    Monastic Tradition (Specialization Abilities for Ki)

    In the PHB, there are three Monastic Traditions that Monks can choose to specialize in their classes and differentiate themselves from other Monks. At level 5, Monks can only access one ability from their Monastic Tradition tree. Remember that there are more abilities in these specializations in the PHB, so I recommend reading up on that if you are curious. 

    As the famous Ugandan Knuckles from VRChat would say…

    Do you know the Way?


    Way of the Open Hand

    If you choose this tradition, you can access the Open Hand Technique, which further improves the Flurry of Blows Ki ability. When a creature is successfully attacked by a Flurry of Blows Unarmed Strike, you can choose to impose additional effects the target must save for: 

    Open Hand Technique:

    1. Trip them! 

    Your target must make a Dexterity saving throw (8 + Monk Proficiency Bonus + Monk WIS modifier). If they fail, they are knocked prone!  

    2. Push them! 

    Your target must make a Strength saving throw (8 + Monk Proficiency Bonus + Monk WIS modifier). If they fail, they are pushed 15 feet away! 

    3. Suppress them! 

    Your target cannot take reactions until your next turn ends! 


    Way of Shadow

    Way of Shadow gives you several stealth-related spells by expending Ki points! This tradition is an excellent pick for players who want a stealthy build. –Perhaps a multiclass with Rogue? It sounds like a good combo for preventing the dragon in this article from eating you. 

    • You can spend 2 Ki points to cast one of the following spells, which have simplified explanations: 
      • Darkness: You can create a 15 ft. radius of magical darkness. Even darkvisioned creatures are affected, and the darkness can spread around corners. It can be used on objects!
      • Darkvision: You can touch a willing creature to give it Darkvision for 8 hours. –But only if they are within 60 ft. of you. 
      • Pass Without Trace: You and your companions get a bonus on Stealth checks (+10 DEX)! They cannot be tracked except through magic, and any creature with this bonus leaves no tracks or traces. 
      • Silence: You can create a 20 ft. radius sphere on a chosen point. Any creature inside is immune to thunder damage, and creatures inside are deafened. Casting verbal spells inside is impossible. 
    • You attain the minor illusion cantrip. 

    Way of the Four Elements

    This one is quite a complicated tradition! If you wanted your Monk to have elemental spellcasting ability, why not give them the powers of Nickelodeon’s Avatar: The Last Airbender through the Way of the Four Elements? A level 5 Monk will be able to choose two novel abilities that either augment Monk abilities or give the ability to cast an elemental spell using Ki. Remember, the options listed below are for level 5 monks. Still, there are many more at higher levels, with the added ability to switch between disciplines at certain levels. 

    1. You learn the Elemental Attunement discipline:
      • You can use an action to move the elements, causing one of the following effects:
        • Create a harmless sensory effect related to the elements, like sparks, wind, mist, or rumbling stones. 
        • Light and extinguish fire. 
        • Chill or warm objects (nonliving) for up to an hour.
        • Form any element within a 1 ft. cube to any crude shape you wish for one minute. 
    2. You also learn one of the following disciplines of your choice:
      • Fangs of the Fire Snake:
        • Using 1 ki point, your range of unarmed strikes increases by 10 ft on your turn. They also deal fire damage. 
        • If you spend an additional ki point on an attack that hits, you deal another 1d10 fire damage. 
      • Fist of Four Thunders:
        • Using 2 Ki points, you can cast Thunderwave!
        • Every creature in a 15 ft. cube must make a CON save or take 2d8 thunder damage. They are also pushed 10 ft away. 
        • If they succeed in the save, they take half as much damage and aren’t pushed. 
        • Loose objects are pushed 10 ft. away. 
        • A thunderous boom emits from 300 ft. outwards. 
      • Fist of Unbroken Air:
        • Using 2 Ki points, you can take an action to choose a creature 30 ft. away. They must make a STR save. If they fail, they take 3d10 bludgeoning damage, plus 1d10 for each additional ki point you may want to spend. 
        • They are also pushed 20 ft. away and knocked prone. 
        • If they save, they take half the damage and aren’t pushed. 
      • Rush of the Gale Spirits:
        • Using 2 Ki points, you can cast Gust of Wind!  
        • For up to 1 minute, you can cast a line of strong wind (60 ft. long, 10 ft. wide), and you can use a bonus action on each turn to change the direction of the ability!
        • A creature caught in the line must make a STR saving throw or be pushed 15 ft. away. 
        • The ability can disperse gas or vapor and extinguish unprotected flames (lanterns have a 50% chance of extinguishing). 
      • Shape the Flowing River:
        • Using 1 Ki point, you can choose a 30 ft. wide space of ice or water within 120 ft. of you as an action. 
        • You can change the water to ice (and vice-versa) and reshape ice in any manner you choose (Raising elevation, creating trenches, making walls, pillars). The max range is half the dimension of the water you have affected (30 ft. cube area water = 15 ft. high walls). 
        • Ice cannot be shaped to trap or injure a creature. 
      • Sweeping Cinder Strike:
        • Using 2 Ki points, you can cast burning hands!
        • Flames shoot from your fingertips in a 15 ft. cone!
        • Every creature in the cone must make a DEX save or take 3d6 fire damage.
        • If they save, they take half damage. 
        • Any loose and flammable objects in the cone will ignite (except worn/carried items). 
      • Water Whip:
        • Using 2 Ki points, you can create a whip made of water that can shove or pull creatures!
        • A seen creature within 30 ft. must make a DEX save or take 3d10 bludgeoning damage. 
        • If you spend an additional ki point, you can deal another 1d10 damage, knock them prone, and push/pull them 25 ft. 
        • If they make the save, the creature takes half damage and cannot be knocked around. 
    3. Monks at 5th level can only spend 3 Ki points to use a discipline (This max doesn’t increase until level 9). 
    4. Any spells in a chosen discipline follow general spell rules. — but do not require any components to cast. Only Ki points. 
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    Ability Score Improvement

    Your Monk should have been able to increase their ability scores! 

    Choose one of the following:

    • 2 points for one ability score,
    • 1 point for two ability scores. 

    You cannot move an ability score past 20. 


    Slow Fall

    You can use a reaction to reduce fall damage equal to 5 times your Monk level. Thus, Level 5 Monks will be able to mitigate 25 fall damage. 


    Extra Attack

    • You can attack twice for an action on your turn! 

    Combining extra attack with your Ki abilities is paramount to combo moves that would make a Fighter jealous. At the 5th level, the Monk’s capabilities start to shine bright. 

    For example, one excellent combo for a Monk to deploy against a single enemy would be to attack twice (Thanks to Extra Attack) and commit Flurry of Blows as a bonus action to do two unarmed strikes. A total of four potential hits to the enemy! –And if they have Way of the Four Elements tradition, you can take it even further to hit enemies from 10 ft. and deal 1d10 fire damage with the Fangs of the Fire Snake discipline! 


    Now You Know the Basics of the Level 5 Monk! 

    I learned much more about the Monk just by writing this article. The crazy thing is that this article only covers what’s offered in the PHB. One player for my Lost Mines of Phandelver campaign currently uses the Way of Mercy Specialization offered in the Tasha’s Cauldron of Everything module. This subclass of Monk is healing-based. I might do an article on it later. 

    I hope this helped you with whatever you were looking for regarding abilities that the Monk class generally enjoys! My favorite subclass from the PHB version is definitely the Way of the Four Elements. There’s so much versatility that you can give your Monk. The Way of the Shadow is my second favorite because I immensely like subterfuge characters. What’s your favorite Monk subclass? Did I miss anything in particular in this article? Please let me know! 

    Thanks for reading. 

    1. How Do You Roll Initiative?
    2. What Happens When Initiative Is Tied?
    3. When Multiple Enemies Are Involved In Combat
    4. Try This! Tying Charisma With Initiative For Roleplay Purposes
    5. Now You Know How Rolling Initiative Works In DND 5e! 

    How Do You Roll Initiative?

    Rolling initiative in Dungeons & Dragons 5th edition determines the order of the combat round. Players and the Dungeon Master (DM) roll Dexterity Ability checks to assess the combat order in which they’ll take turns. Players roll these DEX checks for their characters, and the DM rolls DEX checks for their monsters. 

    The highest roll gets to play first, followed by the next until the round of combat ends. –When the round restarts, the order follows the same format (unless abilities or spells affect it) until combat ceases. Every new round of combat means everyone must “Roll Initiative!” 

    Here’s what the Player’s Handbook (PHB) says about initiative: 

    Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order.”

    -pg. 190, Player’s Handbook (PHB)

    Also, remember that when creatures are surprised at the start of combat, it doesn’t matter what their initiative roll ends up being. –That creature must wait until the next turn to move or commit an action. Fun tip: Stealth, which determines moments of surprise, relies on the DEX modifier too.


    What Happens When Initiative Is Tied?

    Player Character Ties:

    There are many ways to decide the initiative roll. My method for player vs. player ties is to look at the individual Dexterity (DEX) Modifier on their character sheets. If there is a difference in DEX modifiers (Like +3 vs. +2), the higher modifier will go first (+3). 

    If the modifiers are also tied (+1 vs. +1), have them roll a d20 until there is a winner for that slot in the combat round. 

    Now, the above ruling is more to my liking. However, the more official rule set in the PHB is straightforward:

    “If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if a tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll goes first.”

    -Pg. 190, PHB

    Allowing players to decide amongst themselves can work. Still, sometimes gridlock can occur, so I like to use the character DEX modifiers to settle initiative. 

    I’m curious if there are other DMs out there with different ways to figure out ties? Please comment below if so! 

    Player vs. Monster Ties: 

    In the case of player vs. monster, I usually let the player win the tie so the game can continue. After all, the players are generally the main characters in this collaborative story setting. That said, if they are fighting against a formidable enemy, like a BBEG (Big Bad Evil Guy), it should be treated like a player vs. player tie. Don’t overcomplicate matters, though, especially if it’s holding up the game! 

    Alternatively, The PHB lets the DM decide who wins a tie regarding player vs. monster initiative rolls, which I find interesting. I can’t entirely agree with this, but it might align with DMs wanting more authority in their games. 


    When Multiple Enemies Are Involved In Combat

    One mistake I consistently made as a starting DM would be to roll each similar monster individually, which would sometimes halt combat. I vividly remember sweating, trying to roll for each Redbrand Ruffian enemy in my Lost Mines of Phandelver campaign – as my players patiently waited. We slogged through it, but my lesson was to make one initiative roll for large groups of the same enemy. 

    That way, when there are inevitably too many enemies on screen, your players aren’t forced to watch you roll initiative for every. Single. One. The PHB touches on this specifically: 

    “The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time.”

    -Pg. 190, PHB

    Try This! Tying Charisma With Initiative For Roleplay Purposes

    You know what grinds my gears? Determining who gets to go first at the start of sessions. In my games, instead of asking the heavy-leaded question of: “So, uh…who wants to go first?” –and waiting for the players to hem and haw and oh my Gods 5 minutes just passed by, I have them roll a new kind of initiative:

    “Roll for Roleplay Initiative!”

    -Me, Ryan

    My idea is that roleplay initiative is a Charisma (CHA) check that lets players determine who goes first in an imaginary “combat round.” It’s an ice-breaker round meant to get the story going. 

    I use CHA instead of DEX due to the circumstances of roleplay often attached to beginning a session (Unless that session starts during a combat round). It also gives roleplay-focused characters a chance to shine and act out their characters during quiet scenes. 

    Remember when I mentioned the imaginary combat round? In my games, once the ice is broken, players will begin to intercede and interact organically. –Which is just what you want in the first place as the DM. I drop the roleplay initiative round entirely to run the game as usual. 

    The rules for Roleplay Initiative generally follow standard combat initiative rules. I wanted to add this here for DMs struggling to start their games or prod players to act mid game. While I haven’t done this midgame before, enacting a roleplay initiative can be an excellent idea for revving a “dead” table, where players may just be standing around. If anyone does this, please let me know the results! I imagine it depends on the players you have. I certainly feel lucky that I don’t need to do this. 


    Now You Know How Rolling Initiative Works In DND 5e! 

    Saying “Roll Initiative” is probably one of the best moments for me as a DM. Setting up the scene before saying it is excellent. Still, it’s even better when initiative starts due to a player’s inopportune action. 

    What are some of your favorite moments when you had to roll initiative? Is there anything that I missed or should expand upon? Please let me know! 

    Thank you for reading. 

  • When I first noticed the disclaimer in my copy of D&D: Curse Of Strahd by Wizards of the Coast, I laughed. It was extremely funny, and I highly enjoyed that this company was having fun placing such a disclaimer in a book that’s supposed to be “spooky scary”. I then discovered that they placed disclaimers in other fifth-edition books. 

    I decided to research and list the disclaimers from all the D&D 5th edition (And future edition) books for your enjoyment. I aim for this list of disclaimers to be the most recent and up-to-date version. So you don’t miss out on any new disclaimer gaffs from the geniuses at Wizards of the Coast.  If you want to read more about Dungeons With Dragons, my blog, feel free to subscribe to my email newsletter located on my homepage.

    Specifically, I will list out the disclaimers by the book type released. There are many good ones in there. Believe it or not, some of these disclaimers can hold light spoilers for certain players, especially ones that are adventuring in Waterdeep. You have been warned. 


    Table of Contents:

    1. 5th Edition (Core Books) 
    2. 5th Edition (Supplements)
    3. 5th Edition (Campaign Settings)
    4. 5th Edition (Adventures)
    5. Did You Know There Are Disclaimers for the Older Editions too? 
    6. Conclusion

    5th Edition (Core Books) 

    Player’s Handbook

    Disclaimer: Wizards of the Coast is not responsible for the consequences of splitting up the party, sticking appendages in the mouth of a leering green devil face, accepting a dinner invitation from bugbears, storming the feast hall of a hill giant steading, angering a dragon of any variety, or saying yes when the DM asks, “Are you really sure?” 

    Dungeon Master’s Guide 

    Disclaimer: Wizards of the Coast does not officially endorse the following tactics, which are guaranteed to maximize your enjoyment as a Dungeon Master. First, always keep a straight face and say OK no matter how ludicrous or doomed the player’s plan of action is. Second, no matter what happens, pretend that you intended all along for everything to unfold the way it did. Third, if you’re not sure what to do next, feign illness, end the session early, and plot your next move. When all else fails, roll a bunch of dice behind your screen, study them for a moment with a look of deep concern mixed with regret, let loose a heavy sigh, and announce that Tiamat swoops from the sky and attacks. 

    Monster’s Manual

    Disclaimer: Any similarities between monsters depicted in this book and monsters that actually exist are purely coincidental. That goes double for mind flayers, which absolutely, utterly, and completely do not exist, nor do they secretly run the D&D team. Do we really need a disclaimer to tell you that? You shouldn’t use your brain to consider such irrational thoughts. They only make the mind cluttered, confused, and unpleasantly chewy. A good brain is nice, tender, and barely used. Go ahead, put down this book and watch some reality TV or Internet cat videos. They’re really funny these days. You won’t regret it. We say this only because we love you and your juicy, succulent gamer brain. 


    5th Edition (Supplements)

    Volo’s Guide to Monsters

    Disclaimer: Wizards of the Coast does not vouch for, guarantee, or provide any promise regarding the validity of the information provided in this volume by Volothamp Geddarm. Do not trust Volo. Do not go on quests offered by Volo. Do not listen to Volo. Avoid being seen with him for the risk of guilt by association. If Volo appears in your campaign, your DM is undoubtedly trying to kill your character in a manner that can be blamed on your own actions. The DM is probably trying to do that anyway, but with Volo’s appearance, you know for sure. We’re not convinced that Elminster’s commentary is all that trustworthy either, but he turned us into flumphs the last time we mentioned him in one of these disclaimers. 

    Xanathar’s Guide to Everything

    Disclaimer: No goldfish were harmed in the making of this book. Especially not Sylgar. Sylgar definitely did not die because we forgot to change his water. If you see Xanathar, make sure it knows that. Be perfectly clear Sylgar was not harmed. And we had nothing to do with it. Better yet, don’t bring it up, and don’t mention us. 

    Mordenkainen’s Tome of Foes

    Disclaimer: We asked Mordenkainen to write a humorous disclaimer for this book, and we got this response: “The day I start writing frivolous disclaimers for game manuals –particularly one riddled with text stolen from my notes – is the day I retire from wizardry and abandon all self-respect.” 

    Tasha’s Cauldron of Everything

    Disclaimer: Contained herein are the observations of the archmage Tasha. Later known as the Witch Queen and then Iggwilv, she is one of the greatest wizards in the history of the multiverse. We fear this is an incantation hidden within these notes and have therefore bound this tome with powerful wards. If you are reading this, the first ward has already been broken! If you dare read any further, we cannot guarantee the safety of your soul or that you won’t open a portal to another plane of existence. If a portal does appear, pray that nothing worse than Tasha’s mother Baba Yaga appears. And if the mother of hags arrives, be sure to offer only praises of her daughter. Or offer muffins. She loves muffins. 

    Fizban’s Treasury of Dragons

    Disclaimer: No guarantee is made that this book was or was not removed from the hoard of a dragon. Be aware that items taken from a dragon’s hoard might carry traces of the dragon’s inherent magic even long after they are removed from said hoard. Exposure to another dragon’s hoard can reawaken that magic, with unpredictable results. 

    Mordenkainen Presents: Monsters of the Multiverse

    Disclaimer: We asked the wizard Mordenkainen to write a humorous disclaimer for this book. We received this response: “The day I start writing frivolous disclaimers for game manuals is the day I retire from wizardry and abandon all self-respect.” Mordenkainen’s rival wizard Tasha apparently intercepted our request and sent us this note: “Mordenkainen lost his sense of humor somewhere between the City of Greyhawk and the Astral Plane. Keep your chins up, my dearest ones. The multiverse is filled with horrors, many of which are detailed in this book. Marshal your laughter and a few good spells. If we’re going to be devoured, better to face the darkness with a smile.” 

    Bigby Presents: Glory of the Giants

    Disclaimer: Bigby accepts no responsibility for injuries sustained by adventurers who seek out the glory of the giants without proper preparation, including but not limited to lightning strikes, falls from cloud castles, incineration, hypothermia, crushing boulders, or being sat upon. 

    The Book of Many Things

    Releases in November 2023. 


    5th Edition (Campaign Settings)

    Sword Coast Adventurer’s Guide

    Disclaimer: Wizards of the Coast cannot be held responsible for any actions undertaken by entities native to or currently inhabiting the Forgotten Realms, including necromancer lords of distant magocracies, resident mages of any or all Dales but especially Shadowdale, drow rangers wielding one or more scimitars and accompanied by one or more panthers, mad wizards inhabiting sprawling dungeons accessible via a well in the middle of a tavern, beholders who head up criminal cartels, and anyone with the word Many-Arrows in their name. In the event of a catastrophic encounter with any or all such entities, blame your Dungeon Master. If that doesn’t work, blame Ed Greenwood, but don’t tell him we told you that. He knows more archmages than we do. 

    Guildmaster’s Guide to Ravnica

    Disclaimer: The Living Guildpact is not responsible for the fate of those who are arrested by the Azorius, beaten by the Boros, dodged by the Dimir, grossed out by the Golgari, gored by the Gruul, imploded by the Izzet, outwitted by the Orzhov, rousted by the Rakdos, subsumed by the Selesnya, or sickened by the Simic. Join or leave a guild at your own risk, and get caught up in guild politics at your peril. 

    Acquisitions Incorporated

    Disclaimer: Acquisitions Incorporated has made every legal, moral, and arcane attempt to ensure the safety of the information contained herein. That being said, should an employee meet their end in the service of Acquisitions Incorporated, we do reserve the right to reanimate you to perform light office tasks. Maybe you should read these contracts more carefully, eh? 

    Eberron: Rising from the Last War

    Disclaimer: Published by the brilliant gnomes of House Sivis, this illustrious volume exposes truths you won’t believe about the Last War! You might think that’s enough to satisfy you, dear reader, but there’s more! The book also contains dice-fueled rules for reenacting thrilling events in the world of Eberron (dice not included). Also, don’t forget to recharge this book’s magic with a dragonshard about once a week. If you don’t, the book will turn back into a potato. 

    Explorer’s Guide to Wildemount

    Disclaimer: The continent of Wildemount and all peoples within are fictional and primarily exist to invite you and your friends into a world of exploration, imagination, and deep emotional catharsis through epic struggles and victories. We advise you to embrace failure as much as success, sadness as much as joy, and to remain vigilant when taking care of pets or animals you acquire on your adventures. Wizards of the Coast and Critical Role are not responsible for any mental trauma suffered by animal companions or domesticated fey creatures resulting from persistent danger and deadly challenges, nor are we responsible for whatever lack of passive Perception might lead to a failure to notice the animals’ rapid escape. 

    Mythic Odysseys of Theros

    Disclaimer: 

    Truly, what mortal’s poor striving can weather the scheming of heaven?

    Heliod reaches for rulership; Purphoros never accepts him. 

    Kruphix but watches, and mortals are left to the whims of the fates, or

    Torn in the claws of the furies; only a hero denies them. 

    –The Callapheia

    Van Richten’s Guide to Ravenloft

    Disclaimer: By the sole act of opening this book, you acknowledge your complicity in the domains-spanning conspiracy that denied me, Azalin Rex, Wizard-King of Darkon, my rightful place as both author and cover model for what could have been so much more than this doubtful collection of lies and slanders. Fortunately, as I’ve recently found my immortality unburdened by the trivialities of rule, I have endless opportunity to pursue thorough vengeances for even the pettiest affronts. Please prepare for my coming. I expect to be quartered in the utmost comfort while we personalize your redefinition of the word “horror.” 

    Strixhaven: A Curriculum of Chaos

    Disclaimer: A degree from Strixhaven University does not provide protection from magic missiles, fireballs, freezing spheres, or any other deleterious effects spellcasters might generate. If you create deleterious effects, Strixhaven kindly requests you refrain from invoking any names, symbols, or other references to the university should you find yourself in a confrontation. Strixhaven University does not take responsibility for any injury of any nature sustained in the course of anything, magical or otherwise. 

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    Spelljammer: Adventures in Space

    Disclaimer: Space sickness is a common malady that primarily affects world-huggers. Before embarking on a Wildspace voyage, consult your local apothecary for a suitable remedy, such as a box of crackers, a perfume-soaked handkerchief, or a mop. 

    Planescape: Adventures in the Multiverse

    Releases October 2023


    5th Edition (Adventures)

    Hoard of the Dragon Queen 

    Disclaimer: The following adventure contains chromatic dragons. Wizards of the Coast cannot be held liable for characters who are incinerated, dissolved, frozen, poisoned, or electrocuted. 

    The Rise of Tiamat

    Disclaimer: Tiamat does not apologize for TPKs. 

    Princes of the Apocalypse

    Disclaimer: Wizards of the Coast urges adventurers to remember that not all rock creatures are earth elementals. A talking rock that controls boulders is a galeb duhr, A talking rock wearing jewelry is a dao. A silent rock that’s resistant to non-adamantine weapons is a stone golem. A rock with wings is a gargoyle. A rock without a K is a giant bird. A rock that sits there and does nothing could be just a rock or a balor disguised by an illusion. In all cases, proceed with caution. 

    Out of the Abyss

    Disclaimer: Before you take on demon lords, consult a physician. Do not drink alcohol while taking on demon lords. Taking alcohol and demon lords may increase your risk of death. Other side effects of demon lords may include hallucinations, mindless rage, gluttony, greed, paranoia, self-delusion, bestial urges, nihilism, hedonism, megalomania, a messiah complex, cannibalism, multiple personalities, and homicidal psychosis. 

    Curse of Strahd

    Disclaimer: Wizards of the Coast cannot be held liable for any long term side effects of venturing into the dread realm of Ravenloft, such as lycanthropy, vampirism, a fear of dead things, a fear of living things, an inability to sleep without a nightlight on and a +5 holy avenger under your pillow, and the unsettling suspicion that Strahd is too clever to be so easily defeated and that this is all just part of some grand scheme of his to extend his power beyond Barovia. You didn’t think you could escape unless he wanted you to, did you? 

    Storm King’s Thunder

    Disclaimer: Creatures and objects in this adventure are bigger than they appear. No giant beanstalks were damaged and no golden geese were harmed in the making of this book. 


    Tales from the Yawning Portal 

    Disclaimer: Do we really need a disclaimer to tell you that it’s not our fault that your character died because you decided to climb down into a monster- and trap-filled hole in the ground? 

    Apart from the disclaimer above, this book also features a fun and unique “Name That Face” Quiz:

    As proprietor of the Yawning Portal, Durnan has heard amazing tales from adventurers of all sorts from across the multiverse, as seen in this array of characters by Tyler Jacobson. 

    See if you can identify the face and the adventure found in Tales from the Yawning Portal. 

    *(An upside-down list revealing the answers to the faces from the cover of the book is revealed below.)

    1. Gargoyle (Tomb of Horrors)
    2. Tarul Var (Dead in Thay)
    3. Mialee (Sunless Citadel)
    4. Sir Bluto Sons Pite (White Plume Mountain)
    5. Tordek (Forge of Fury) 
    6. Xipe, the oni (Hidden Shrine of Tamoachan)
    7. Manticore (White Plume Mountain)
    8. Kieren, Chosen of Ilmater (Dead in Thay)

    Tomb of Annihilation

    Disclaimer: This adventure will make your players hate you – the kind of simmering hatred that eats away at their souls until all that remains are dark little spheres of annihilation where their hearts used to be. PS Don’t forget to tear up their character sheets. 

    Waterdeep: Dragon Heist

    Disclaimer: The Lords of Waterdeep cannot be held responsible for the flogging, banishment, incarceration, or execution of adventurers who violate the Code Legal, nor are the Lords responsible for the actions of beholder crime lords, unscrupulous nobles, drow swashbucklers, and evil clones. Also, don’t be alarmed by the colossal statues scattered throughout the city. They’re quite safe and haven’t gone berserk in years. 

    Waterdeep: Dungeon of the Mad Mage

    Disclaimer: The Mad Mage of Undermountain is not seeing visitors right now. Don’t come down because, uh, we’re renovating and everything is a mess. You won’t find any treasure, and the buffet is closed until further notice. Ye gods, where did all these githyanki come from? As if the mind flayers weren’t bad enough. What’s that? You think you can plunder my home and get away with it? Ha! You don’t have the experience points. 

    Stranger Things: The Hunt for Thessalhydra

    There is no disclaimer message. 

    Ghosts of Saltmarsh

    After battling dragons, elemental cultists, vampires, demons, and giants, you deserve a relaxing ocean cruise. Please keep all vital limbs well within the ship’s confines. We are not responsible for valuables, hit points, or lives lost during your voyage. In fact, perhaps you’d prefer a more relaxing vacation option. Can we suggest a trip to the Nine Hells? They’re quite balmy this time of the year. 

    Essentials Kit

    There is no disclaimer message. 

    Baldur’s Gate: Descent into Avernus

    Disclaimer: This adventure is a work of fiction aimed at providing you and your friends with many hours of fantastic entertainment. Although devils and the Nine Hells play prominent roles in this story, the evil they represent is meant to be fought and overcome. Wizards of the Coast fully endorses the kicking of evil’s butt. Let darkness fall and light prevail! We strongly advise that you do not play this adventure backward, lest Asmodius appear in a puff of smoke to talk politics, as archfiends are wont to do. 

    Dungeons & Dragons vs Rick and Morty

    Disclaimer: We at Wizards of the Coast here on Earth C-132 do not agree with our mirror selves on Earth C-141. Rick Sanchez is not and never will be considered the “greatest f***ing DUNGEONS & DRAGONS game designer of all time,” even if he does have that very quote tattooed across his entire back –which is evidently how you qualify for jobs in C-141. 

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    Icewind Dale: Rime of the Frostmaiden

    Disclaimer: The windswept tundra of Icewind Dale is the true test of one’s mettle. Here, it’s survival of the fittest! Don’t be fooled by the reindeer with glow-in-the-dark antlers and the tasty knucklehead trout (including the friendlier, more northerly Canucklehead variety). Icewind Dale is the frostbitten end of the world. You can’t spell dice without ice, my friend, and the Frostmaiden is not some demon prince, vampire, lich, beholder crime lord, or arch-devil. She’s a god – and a cold-hearted one at that. 

    Candlekeep Mysteries

    Disclaimer: This book has been compiled by the Avowed of Candlekeep, in accordance with the wishes of the late Alaundo the Seer, whose prophecies foreshadow all events of consequence in the Forgotten Realms. Alaundo warned that anyone who unravels all the mysteries of this tome will be hunted down by the Time Dragons of Chronepsis, tossed into the gaping maw of Dendar the Night Serpent, and cast into the Vortex of Ineffable Damnation. Ha ha. What a sense of humor, that Alaundo! 

    The Wild Beyond the Witchlight

    Disclaimer: Dare to take a step into the dark backward and abysm of time? Know that Wizards of the Coast cannot be held responsible for those who enter the Feywild of their own accord. In the faerie realm, time gets twisted in knots. It might be months or years before you return to the real world. Enjoy the adventure while it lasts, and don’t be surprised if you encounter a few friends and foes from old editions lurking among the fey. 

    Critical Role: Call of the Netherdeep

    Disclaimer: The Netherdeep contains magical elements known to cause life-changing discoveries of ancient artifacts, red crystals growing out of your skin, long swims in dark places, aberrant fish, and enemies-to-friends-to-enemies plots. Consult a cleric or Matthew Mercer to see if the path to the Netherdeep is right for you. 

    Journeys Through the Radiant Citadel

    Disclaimer: There is no guarantee that the light of the Radiant Citadel will be visible to the naked eye on your plane of existence, but know that it is there, whether seen or not. 

    Starter Set: Dragons of Stormwreck Isle

    There is no disclaimer message, which is surprising considering there’s one for Lost Mines of Phandelver. 

    Starter Set: Lost Mines of Phandelver

    Disclaimer: Wizards of the Coast is not responsible for the consequences of any failed saving throws, including but not limited to petrification, poison, death magic, dragon breath, spells, or vorpal sword-related decapitations. 

    Dragonlance: Shadow of the Dragon Queen

    Disclaimer: The Dragon Armies cannot ensure that owners of this book will not have their lives repurposed in the service of the Dragon Queen’s glorious will. Promises to the contrary should be considered best-case scenarios, not statements of certainty. Thank you for supporting the Dragon Armies and a cataclysmically bright future for all of Krynn. 

    Tyranny of Dragons

    Disclaimer: Under no circumstances shall the Cult of the Dragon or its adherents, affiliates, partners, licensors, or thralls (enchanted or otherwise) be liable for any direct, indirect, incidental, consequential, or cataclysmic damages to the Material Plane, its features, denizens, geographies, spheres, or natural laws, arising from the acts, incarnations, servants, and ruinous whims of Tiamat, Queen of Dragons. Those seeking to avoid abject draconic annihilation should relocate to the nearest convenient afterlife or just try and stop us. 

    Keys from the Golden Vault 

    Disclaimer: The Golden Vault cannot be held responsible for the infiltration of any property by burglars or any other acquisition experts, or for the purloinment of any belongings, regardless of their worth of current ownership status. The Golden Vault disavows any individuals who claim association with the organization, which is legally nonexistent. Any individuals who swindle, manipulate, take advantage of, or otherwise harm innocents are subject to the Golden Vault’s legally imaginary scrutiny. 

    Phandelver and Below: The Shattered Obelisk

    Releases on September 19, 2023. 

    Disclaimer: The fanatics of Ilvaash can neither confirm nor deny whether they plot to incorporate this book’s owners into a mighty new Illithid Empire. Any transformations incurred, up to and including face tentacles, are strictly coincidental.


    Did You Know There Are Disclaimers for the Older Editions too? 

    These disclaimers are actual disclaimers, unlike what you would find in the 5th edition books. Any and all D&D books from older editions will have this disclaimer attached to them on other websites courtesy of Wizards of the Coast: 

    We recognize that some of the legacy content available on this website, does not reflect the values of the Dungeon & Dragons franchise today. Some older content may reflect ethnic, racial and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

    Today I Learned That There Are 42+ Disclaimers For D&D

    And almost every single one of them are funny. The only serious one is the one for the legacy editions, which makes sense considering the ever-changing times. 

    Reading through these all at once, I get the impression that the aim of the disclaimers for the 5th edition books is more to encapsulate the theme of that book. –But only in a funny way. For example, the theme of Tomb of Annihilation is simply that the players are guaranteed to have a bad time, and that it will be a hard adventure. The disclaimers are highly referential to famous characters in the D&D multiverse, real-life people like Matt Mercer, or in some cases, heavily influenced by the entertainment it’s derived from, like in Dungeons & Dragons vs Rick and Morty. 

    Talking about the referencing of characters in the D&D Multiverse specifically, I noticed that Wizards of the Coast loves to mention Xanathar and Mordenkainen the most. Xanathar, however, takes the cake. Wizards of the Coast routinely references him as the beholder crime lord in many different books. For those who don’t know, Xanathar is a crime lord in Waterdeep who operates a thieves guild. I just thought this was interesting, especially when reading everything together. 

    Which disclaimer was your favorite to read? Did I miss any disclaimers from other books or make a mistake somewhere? Let me know! Thank you for reading. 

  • Table of Contents:

    The Dungeon Master’s Guide (DMG) for Dungeons & Dragons 5th Edition (5e) is a pillar resource for DMs looking to create their own world with players willing to tell their stories in it. The focus of the DMG is primarily on world-building. It consists of three main sections which are meant to guide the DM throughout their game: 

    1. How to build the places your players will inhabit.
    2. How to build the adventures and NPCs for players to do quests.
    3. The adjudication of rules for specific player scenarios. 

    Let me start by saying this whole article is a matter of opinion. Whether you choose to read going forward is up to you. My main aim is to get fellow DMs thinking about what it really means to run a game. While this focuses on the DMG for 5e, this should translate well enough for Game Masters adjudicating other TTRPGs. The DMG is a vital resource, so why shouldn’t DMs and players take it literally? We’ll answer that question and then dive into those three sections of the DMG I mentioned above to talk about how I think people should interpret them. 

    The Role of The DM In The Dungeon Master’s Guide:

    What makes a Dungeon Master stems from the introduction of the DMG (Pg4). In the intro, it explains the many roles of the DM:

    • Campaign Architect
    • Inventor
    • Storyteller
    • Writer
    • Actor
    • Referee

    Essentially, the Dungeon Master is the one to take charge of their games. After all, they created the world the players participate in. It can be a heavy burden for certain people, especially when implementing the game’s rules. That said…

    The DMG Helps You Improvise Your Games

    Without rules, you don’t have a reliable game. Yet the DMG states it isn’t some law book for DMs to clutch to. –It turns out that breaking the rules of the Players Hand Book (PHB), modifying the creatures in The Monster Manual, and rebelling against ideas in the DMG for your own is encouraged. The DMs at Wizards of the Coast understand that various people will have different playstyles and worlds. No DM will play the same as the other, and that’s okay. 

    Here, I’ll summarize some of the critical points in the DMG’s three sections that allow the DM to change rules as they see fit:

    Part 1: Master Of Worlds

    To quote the very first sentence: 

    “Every DM is the creator of his or her own campaign world. Whether you invent a world, adapt a world from a favorite movie or novel, or use a published setting for the D&D game, you make that world your own over the course of a campaign.”

    (DMG, Pg.4)

    From the beginning, it tells us that you can adapt D&D to whatever you want to build your world upon. The DMG also introduces the idea that D&D is a multiverse where many planes and worlds coincidentally occur. It’s a fancy way of saying to DMs: “Do what you want!” 

    While this is a freeing thought, the guide also makes a point to say that consistency is a massive part of world-building. 

    “Consistency is a key to a believable fictional world. When the adventurers go back into town for supplies, they should encounter the same nonplayer characters (NPCs) they met before…Once you have achieved this degree of consistency, you can provide an occasional change…one that has nothing to do with the adventures directly, but one that they’ll notice –makes the players feel as though their characters are part of a living world that changes and grows along with them.”

    (DMG, Pg.4)

    Further, the DMG suggests that by using the PHB in conjunction with your world-building plans, you can merge them to serve your campaign’s needs. 

    Part 2: Master of Adventures

    Part 2: Master of Adventures merely suggests that you’ll need to prepare beyond the hours you spend at the table with your players in a session. 

    That said, Part 2’s introduction states plainly how it will help you craft your own NPCs, including any motives and ambitions. This includes how to make up clever encounters in your story. It also says how you’ll create treasure, magic items, and special rewards so your players stay invested in your world. 

    The above are excellent hallmarks of consistent planning and improvisation on the DM’s part. 

    Part 3: Master Of Rules: 

    It is crucial to remember that the DMG states how important it is to have a referee who guarantees that everyone at the table plays by the rules. That said, eventually, a player’s actions would stump the most studious DM wanting to run their games Rules As Written (RAW) Style. 

    The DMG encourages DMs to faithfully determine what their player’s action requires or if it is even possible. Such scenarios include:

    • Mentally determining the Difficulty Check (DC) for an action the player may want to take.
    • Whether a unique action (Like throwing hot coals in an enemy’s face) imposes extra penalties or advantages for players. 
    • Referencing the rules of the PHB to determine success or failure for player actions (Like how far a player can move to a target). 

    While the DMG mentions the above scenarios, there are no rules for these scenarios. –Just the suggestion that you, as a DM, must make that call yourself.

    Interestingly, the DMG makes a hypocritical statement implying that you should know the rules to appropriately make the calls you need to make in the game while also saying that you don’t need to know everything. However, It closes that loophole with this beautiful quote: 

    “You don’t have to memorize this book or the Player’s Handbook, but you should have a clear idea of their contents so that, when a situation requires a ruling, you know where to find the proper reference.” 

    DMG (Pg. 5)

    As long as you know where the rules reside in the PHB and the DMG, you will be doing okay as the DM. I believe this statement gives certain DMs leeway to bend the rules, but do so at your own risk and make sure that you are communicating with your players should you choose to do so. Or, like the dragon inside this article, they will eat you alive. 

    Taking Your Players Into Account

    Believe it or not, the success of your world does not depend on how well you craft the environment, the people in it, the adventures, or the encounters. 

    It depends on if the players enjoy the experience you’re giving them. 

    “The success of a D&D game hinges on your ability to entertain the other players at the game table. Whereas their role is to create characters (the protagonists of the campaign), breathe life into them, and help steer the campaign through their characters’ actions, your role is to keep the players (and yourself) interested and immersed in the world you’ve created, and to let their characters do awesome things.” (DMG, Pg. 6) 

    (DMG, Pg.6)

    The beauty of D&D is that it is a collaborative storytelling game. Suppose you plan to implement a novel complete with fully fleshed NPCs into your D&D game, complete with detailed revelations just waiting for your players to discover. In that case, you may encounter some serious issues. 

    1. Your NPCs are not the protagonists of the D&D world. Your players are. 
    2. The nuance of story writing for novels and short stories vastly differs from the writing required for D&D. 
    3. The arc of your story world will be trampled on and changed by the players in your D&D campaign based on the choices they are free to make. 

    I’ve moderated communities invested in storytelling and novels, and the one thing that stands out to me when reading for aspiring writers? They dump lore, backgrounds, and settings into their story without respecting the reader. Paragraph after paragraph of…just get to the action already! Similarly, for D&D, your players want to play the game and get to the action. I’m not saying you shouldn’t design a detailed world. But you have to go about it with the idea that D&D is more a game than a story. Leaving loopholes open and questions unanswered for your players to latch onto is the best thing you can do to introduce your custom-made world to the game. 

    Moving away from that tangent, I want to highlight some of the things the DMG recommends for DMs to consider when it comes to their players:

    • Acting: Similar to the requirement of DMs, players can act out their character. Let them!
    • Exploring: Understand how much your players enjoy exploring in the game. Providing them with something to uncover the mystery of your world is as easy as giving them monsters or scenes with peculiar details to start investigating. 
    • Instigating: Instigators should be allowed to start trouble in your world. It’s up to you to give them the appropriate consequences for getting into encounters that are fun for everybody. Don’t be afraid to let the instigator’s actions change the world around them. 
    • Fighting: Similarly, players who like to fight should have you focused on how combat proceeds, thanks to their actions, with vivid detail if at all possible.
    • Optimizing: Players who like to optimize their characters should be rewarded with new abilities and items. It’s wise to give these players encounters that let them shine.
    • Problem-Solving: Problem solvers would likely love encounters that reward planning and tactics and challenging them with NPCs that have complex motives. 
    • Storytelling: Players who love to tell stories are at home when they know they can participate in the DM’s overarching plot. –Using their character background, ensuring encounters advance the story, and making their actions known in future events is recommended. 

    Implementing a portion of these suggestions from the DMG will help you craft a world that collaborates and compromises with the player’s needs and the DM’s. Having a Session 0 will help you determine your player’s needs as the story progresses. You need to ask them what they want out of the game. 

    An Argument for RAW (Rules As Written): 

    My article describes many snippets that I’ve found that support the idea of flexibility when it comes down to the rules of D&D. After all, it is a free-form game where game decisions, consequences, and player reactions will always put the DM to task when it comes down to wayward rulings. It makes sense when it comes down to consistency and reliance when playing D&D RAW style. 

    • You will always have the PHB, the DMG, and the other supporting books behind you when you make your rulings at the table. 
    • Players will be at ease knowing they will be treated equally at the table. Favoritism is a hard accusation to point at a DM who plays their games RAW. 

    Again, consistency is key for playing D&D regularly. Following the rules by the book is guaranteed to allow everybody to have fun at your sessions. 

    However, when it comes to making calls on the fly, RAW-style gameplay falters when:

    1. You can’t find the specific rule in an official manual.
    2. There is no particular rule in the official manual. 
    3. Players aren’t having fun. 

    Suppose you are looking up the rules for throwing a rope, but there are none? (Too bad, I wrote an article right here!) What now? Suddenly, you are going online to ask specific questions for specific things, where some of the ideas or rules online are suspect or even wrong. Or you have to make it up because your game is paused for too long.

    I say you shouldn’t overthink it. Sometimes, when a ruling needs to be made, it’s time to let go of RAW Style when it doesn’t work and exercise the most potent D&D rule. Just make sure not to abuse it: 

    Whatever you say goes. –Or the Rule of Cool. 

    If a really extraordinary circumstance pops up, and you are unsure if it’s allowed in the rules…why not let it happen? 

    If there is an action that makes sense to play, but there’s no official rule for conducting it faithfully, why not make something up and move along? 

    I am not the best DM in the world, but some of my best moments in the game were when I bent the rules to allow the player to do something unique. –And it ensured everyone had a blast, too. 

    After all, you are the Dungeon Master.

    I hope that this article helps anyone thinking about running their own game, or currently doing so think about the impacts of how they choose to implement rulings for their players.

    When I first started playing D&D a few years ago, I was enthralled with the idea of seeing how my friends would react to situations I would come up with on the fly. I remember that after a game of D&D, my friends and roommates would sit around, just talking. Seemingly, we still wanted to play, but the DM wasn’t around anymore. So we played pretend instead. –I wasn’t even really DMing with the rules of D&D…we were just rolling a d20 and having a blast through a scenario involving breaking into a castle. 

    Fun times. 

    My point is that the soul of D&D is in the mutual storytelling itself. The make-believe encounters we put ourselves in so we can socialize, laugh, and talk through together. No rules are required for that. Just willing sacrifices. Err, players. 

    Thanks for reading. 

  • Table of Contents:


    You are a half-orc Barbarian that has the Berserker Specialization. As a new player, you are enthralled to finally reach level 3 after intense fighting with bandits in the forest. As the party rests for the night, you all make the mistake of keeping the fire lit, where the bandits continue to creep, and a raid comes. 

    It’s showtime. 

    You rage as soon as possible, and on your next turn, you try out your new ability, Frenzy. –Which allows the Barbarian class to attack an enemy as a bonus action while you are enraged! 

    This raid lasts more than six rounds, requiring the Barbarian to use up 2 total rages. –Which means two Frenzy abilities.

    Ugh. According to the Dungeon Master, you get two levels of exhaustion. Your speed is halved now, and you have a disadvantage on every ability check. Suddenly, you find yourself in hot water. Literally. 

    A volcano explodes around the forest, sending geysers of hot and steaming water out of the forest ground! Turns out you’re fighting in an ancient volcanic crater. And it chose now of all times to blow! The DM purses their lips before asking you to make a Constitution saving throw. 

    Nat 1. 

    The geysers are too hot to take over a prolonged period, and you get another level of exhaustion due to the heat. The raiders are still coming, though, and the poor Barbarian now has a disadvantage on attack rolls and saving throws. What an unlucky scenario! 

    After the session, the Barbarian player has questions about the exact function of the exhaustion condition…


    What is Exhaustion?

    Exhaustion is a condition that has long-term effects on creatures, including monsters and player characters. There are six levels:

    Level 1: Disadvantage on ability checks. 

    Level 2: Speed halved.

    Level 3: Disadvantage on attack rolls and saving throws. 

    Level 4: Hit Point maximum halved. 

    Level 5: Speed reduced to 0. 

    Level 6Death. 

    As you can see, each level of exhaustion has a compounding effect. Each level above is more detrimental than those below, and each level persists until that particular exhaustion level is lowered.

    Every level is quite self-explanatory, aside from Level 6. So I’ll explain that one in detail. 

    More About Level 6: Death

    I personally like to think level 6 exhaustion is like a heart attack from over-exertion. Your heart stops. While every DM could adjudicate this differently, I treat level 6 exhaustion deaths as simple as it can be:

    • The affected player character dies. 
    • There is no chance for saving throws. 
    • There are no death saves to roll. 
    • The only way to reverse level 6 exhaustion would be to revive the player from death. 

    Conveniently, the specific rules related to the exhaustion condition state that players raised from the dead will automatically have a point of exhaustion removed. This defeats the inevitable loophole that would have otherwise been created. (Raised from the dead, with level 6 exhaustion still!?! Death to you!) 


    How To Properly Play With Exhaustion In The Game

    The main point of exhaustion is to play around with detrimental effects that your players can get into, either through their character abilities (like Frenzy), sleeplessness, starvation and thirst, how they interact with extreme environmental temperatures, from strenuous exercises, or from specific monsters. To help people looking to find the save DC (Difficulty Challenge) for determining exhaustion, I highlighted those DCs and other important information about that subject in bold. 

    Exhaustion Involving Abilities: 

    Class Features like Frenzy and spells like Sickening Radiance (4th level Evocation) can cause exhaustion, either for the player or their target. Make sure to read the ability and apply the effect correctly.

    For quick reference, I noted any ability or spell that I’ve found and noted how exhaustion triggers from their use:

    Frenzy (Barbarian Class, Berserker Specialization): 

    After Frenzy is used, one level of exhaustion is applied when the Barbarian’s Rage ability ends. There is no saving throw. 

    Sickening Radiance (4th level Evocation) Spell: 

    This ability affects all creatures in a 30-foot radius. If they fail a Constitution saving throw, one level of exhaustion applies. However, this effect is removed as soon as the spell ends, so it is temporary. 

    Tenser’s Transformation (Wizard Class, 6th level Transmutation) Spell: 

    The Wizard must make a DC 15 Constitution saving throw when this spell ends. If they fail, they suffer one point of exhaustion. 


    Exhaustion Involving Sleeplessness: 

    While going without sleep is rare in my games of D&D, it is vital to know the consequences if players don’t want to sleep through a long rest. 

    Creatures that endure a whole day without finishing a long rest must make a DC 10 Constitution saving throw. If they fail, they suffer one level of exhaustion. 

    Going multiple days without sleeping increases the Difficulty Challenge. The DC increases by 5 for each consecutive 24-hour period that the creature goes without rest. 

    The DC resets back to 10 after they finish a long rest. 


    Exhaustion Involving Starvation And Thirst: 

    Similarly to sleep, eating and drinking are also required to prevent exhaustion. 

    Food: 

    According to the Player’s Handbook (PHB), Players must eat one ration per day (one pound of food). Eating half a ration can count as half a day without food. Duh!

    Anyway, exhaustion takes effect when a character goes without food for several days. 

    This is the exact calculation before exhaustion can take effect: 3 days + Constitution Modifier (minimum 1). Each day beyond this limit gives that creature one level of exhaustion. 

    This resets after eating a complete ration. 

    Water:

    A creature needs one gallon of water per day. If they drink about half that amount by the end of that day, they must roll a DC 15 Constitution saving throw. Should they fail, they gain one level of exhaustion. 

    There is no saving throw if they drink no water that day. Straight to exhaustion jail! Players must drink two gallons of water daily if the weather is hot. Drink up. 


    Exhaustion Involving Extreme Temperatures: 

    Extreme Cold: 

    In environments with frigid temperatures, anyone exposed must make a DC 10 Constitution saving throw for every hour they remain in that environment. If they fail, they gain one level of exhaustion. 

    The DC curiously does not evolve to more challenging levels. 

    You do not need to make a saving throw if: 

    • You are adapted to cold climates.
    • You have resistance or immunity to cold damage. 
    • You are wearing warm clothing. 

    Extreme Heat: 

    In environments with a very high temperature, anyone exposed without access to drinkable water must make a DC 5 Constitution saving throw in the first hour they remain in that environment. If they fail, they suffer one level of exhaustion. 

    Unlike for the extreme cold, the Constitution saving throw DC is set to increase by 1 for each additional hour (So 3 total hours in a hot environment means a DC 7 CON save). 

    Any creature with heavy clothing, medium armor, or heavy armor must roll with a disadvantage on the Constitution saving throw. 

    You do not need to make a saving throw if: 

    • You are adapted to hot climates. 
    • You have resistance or immunity to heat damage. 

    Exhaustion Involving Strenuous Exercises: 

    As far as I could research on exhaustion when it comes to strenuous activity, I can only find two such exercises that factor in exhaustion as a possible penalty: 

    Chases:

    Sometimes, you must chase a target, like a thief or a running enemy. The Dungeon’s Master Guide (DMG) has specific rules for the Dash ability during chase scenes, which can end with players suffering multiple levels of exhaustion. 

    Participants in the chase must use this calculation to determine how many consequence-free Dashes they can take: 3 + their Constitution Modifier. 

    For any Dashes taken after that, the player must take a DC 10 Constitution check at the end of their turn. Any failure means they gain a level of exhaustion. Suppose a creature reaches exhaustion level 5 in the chase. In that case, they automatically have to drop out, as their speed is effectively at 0. 

    Strangely, the DMG is forgiving with players who suffer exhaustion after chase scenes. They can complete a short or long rest to remove all levels of exhaustion, no matter how many levels they reached. Very interesting! 

    Swimming:

    Concerning prolonged swimming activity, exhaustion matters a lot. The specific rules from the DMG vary depending on the depth you are swimming. This only affects creatures that do not have a swimming speed: 

    • Surface Level: For each hour you swim, you must make a DC 10 Constitution saving throw or gain one level of exhaustion. 
    • Swimming under 100 feet of water: Each hour counts as two hours instead, which means you gain two levels of exhaustion should you fail the above saving throw. 
    • Swimming under 200 feet of water: Each hour counts as four hours instead, which means four levels of exhaustion should you fail the saving throw. Very dangerous!

    The DC 10 Constitution saving throw for the creature can be ignored if they use a magical item that aids in swimming. 

    Monsters That Cause Exhaustion: 

    For players wary of spoilers, you have been warned. The list of monsters that cause exhaustion is rare and far in between. Here is a list of some that I’ve found:

    Soul Monger (CR11, Mordenkainen’s Tome of Foes):

    This elf abomination from the Shadowfell has an Area of Effect ability that can cause exhaustion. If you are caught in their weariness aura (60 ft. cube), you must make a DC 16 Constitution saving throw or suffer damage and one point of exhaustion. 

    Accursed Defiler (CR4, Tome of Beasts):

    This undead creature features a slam attack. If they make a critical hit, the target gets one level of exhaustion on top of the damage rolled. 

    Atropal (CR30 , Tomb of Annihilation)

    Again, beware of spoilers. I am horrified to learn of the Atropal… This undead god-baby can take a legendary action to wail. Any creature within 120 feet of it must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion. Good luck.


    Now You Know What Exhaustion Does In D&D 5e! 

    Upon researching the subject, I got into it thinking that the simple set of rules for exhaustion would be an easy writing exercise. However, after some exhaustive research (hah), I quickly discovered some specific nuances involving the condition that I had never considered. This was a wonderful learning experience for me, and I hope you found this useful for you, too. –Whether you are a player or a fellow Dungeon Master like myself, I hope you enjoyed the read. 

    While I took a lot of time reading and researching, I may have missed some official exhaustion rules. I suspect I’ve missed some monsters in the D&D universe, but I don’t know. Please leave a comment if I missed anything that I should add so I can help others look up this unique feature of the game. 

    Thank you. 

  • The Combat Superiority Feature is a very intricate and detailed ability for Fighters who acquired the Battle Master Specialization at level 3. 

    For more about the Battle Master Specialization, I wrote a detailed article for level 5 Fighters that describes the beginning abilities in general detail. 

    This article aims to answer any questions regarding the Combat Superiority Feature specifically. 

    What is the Combat Superiority Feature? 

    Combat Superiority is an ability chosen by the Fighter at level 3. Specifically, this allows you the use of dice called Superiority Dice. You also start with choosing 3 maneuvers from a list of numerous options. These maneuvers enhance your Fighter’s attack in some way. 

    Additional Maneuvers can be added at higher levels, of which I have organized below: 

    • 3rd level: You can use three maneuvers. 
    • 7th level: You can use five maneuvers. 
    • 10th level: You can use seven maneuvers. 
    • 15th level: You can use nine maneuvers. 

    Regarding Superiority Dice, the number you start out with varies with the level of your Fighter, which I organized below:

    • 3rd level: You have four Superiority Dice
    • 7th level: You have five Superiority Dice
    • 15th level: You have six Superiority Dice
    A Superiority Die equals one d8.

    A Superiority Die equals one d8. 

    What Are The Rules For Maneuvers? 

    Maneuvers are only used in conjunction with an attack roll, a damage roll, a reaction, or even movement. You can use only one maneuver per attack. 

    From the list of maneuvers available in the Player’s Handbook (PHB), your Fighter can only know a certain number determined by your Fighter level, as seen above. So make a wise decision when picking your maneuver! 

    All available maneuvers require the Fighter to expend one Superiority Die for use. This means a maneuver can only be performed if you have an available Superiority Die (For example, level 3 Fighters can have four Superiority Dice, so they can only do four maneuvers before resting).

    Your Superiority Dice can be recharged. The Fighter needs to complete a short or long rest. 

    Sometimes, maneuvers require your target to make a saving throw. The saving throw Difficulty Class (DC) is calculated as follows: 

    • 8 + Fighter Proficiency + Strength or Dexterity Modifiers. (Fighter’s Choice) 

    The Full List of Maneuvers Available (PHB):

    The maneuvers are presented in alphabetical order.

    Commander’s Strike: 

    • When attacking, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike instead! Make sure they can see and hear you. 
    • The friendly creature you choose can use its reaction to make one weapon attack!
    • Additionally, you will add the number from the Superiority Die to your friend’s damage roll. 

    Disarming Attack: 

    • When a creature is hit with a weapon attack, you can attempt to disarm your target of any item it holds!
    • The target must make a Strength Saving Throw; if it fails, the object drops to its feet. 
    • Whether or not the disarm attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

    Distracting Strike: 

    • When a creature is hit with a weapon attack, you can distract the creature for your allies to take advantage of! 
    • Whenever your target is attacked by somebody else, that attacker gets an advantage on the attack roll. 
    • The effect ends at the start of your next turn. 
    • You can add the Superiority Die to your attack’s damage roll. 

    Evasive Footwork: 

    • When you move, you can add your Superiority Die’s number to your Armor Class (AC) until you stop moving. 

    Feinting Attack: 

    • You can choose one creature within 5 feet of you and get an advantage on your next attack roll! 
    • If the attack hits, add the Superiority Die to the attack’s damage roll. 
    • This effect is lost if not used on the same turn you activate it. 

    Goading Attack: 

    • When you hit a creature with a weapon attack, you can goad your target into attacking you! 
    • The target must make a Wisdom Saving Throw; if it fails, they have a disadvantage on all attack rolls against targets other than you. 
    • This effect ends after the Fighter’s next turn. 
    • Whether or not the goad attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

    Lunging Attack: 

    • When making a melee weapon attack on a target, you can increase your attack’s reach by 5 feet! 
    • If your attack hits, you can add the Superiority Die to the damage roll. 

    Maneuvering Attack: 

    • When hitting a target with a weapon attack, you can help maneuver one ally that can see or hear you! 
    • The affected ally can use its reaction to move half its movement speed without triggering opportunity attacks from the target you attacked! 
    • You can add the Superiority Die to your attack’s damage roll. 

    Menacing Attack: 

    • When hitting a target with a weapon attack, you can attempt to frighten them! 
    • The target must make a Wisdom Saving Throw; if it fails, they are frightened of you. 
    • This effect ends after the Fighter’s next turn. 
    • Whether or not the menace attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

    Parry: 

    • When you are hit with a melee attack, you can use a reaction and reduce the incoming damage! 
    • The damage is reduced by calculating the roll of your Superiority Die + Dexterity Modifier. 

    Precision Attack:

    • When you attempt to attack a target, you can help guarantee your attack will hit! 
    • The number of the Superiority Die is added to your attack roll. 
    • This can be done before or after the attack roll is made. 

    Pushing Attack: 

    • When you hit a target with a weapon attack, you can push them back up to 15 feet away! 
    • The target must make a Strength saving throw if it is large or smaller.
    • Whether or not the push attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

    Rally: 

    • You can use a bonus action to bolster the health of one ally!
    • Your ally gains temporary Hit Points (HP) equal to the Superiority Die roll + Charisma Modifier. 

    Riposte: 

    • When your attacker misses you with a melee attack, you can use a reaction to do a melee attack against the creature! 
    • If your Riposte hits, you can add the Superiority Die to the attack’s damage roll. 

    Sweeping Attack: 

    • When you hit a target with a melee attack, you can choose another target within 5 feet of it and damage it, too! 
    • Remember that if the original attack roll exceeds the 2nd creature’s AC, it only takes damage equal to the number rolled on the Superiority Die
    • The damage type is the same type dealt by the original attack. 

    Trip Attack: 

    • When you hit a creature with a weapon attack, you can trip them, making them prone!
    • The target must make a Strength saving throw if it is large or smaller.
    • Whether or not the trip attempt is successful, you can add the Superiority Die to your attack’s damage roll. 

    Why Fighters Should Use The Combat Superiority Feature:

    This feature is exceptionally beneficial for Fighters who want to strategize with their teammates and control the battles they find themselves in. Even at level 3, using three of these maneuvers can make your Fighter a superpower against most enemies they face. –And with higher levels, your Fighter will become a menace with even more maneuvers to deploy. 

    My personal favorite maneuvers are: 

    Commander’s Strike: Knowing that the Fighter has multiple attacks means you can share the glory with your friends when using this unique maneuver. It’s also great for completing a player’s strategy that may have failed because of a failed attack roll on their turn. It’s an excellent ability already, but combined with the extra damage dealt with the additional d8, it makes this a must-have.

    Disarming Attack: Having the control to dictate what weapon your enemy is allowed to hold is powerful. You can utterly destroy magical opponents that rely on spellcasting wands and staffs. Another scenario this could be useful for is when your party is busy stopping a thief in their tracks and for item retrieval in general. 

    Maneuvering Attack: Again, being able to control the battle is everything in D&D. Allowing an ally to get into a great attacking position or out of a precarious one is very useful. 

    Parry: Being able to stop or at least reduce a mighty blow from an enemy is great for so many situations. Whether you are low on HP or want to show off with great roleplay, this is one game-changing maneuver. 

    Trip Attack: Depending on initiative and how the round goes, placing an enemy into a prone condition automatically means an advantage for everyone willing to attack that enemy. Besides, being able to embarrass your foes is undoubtedly worthy for a Fighter to show their enemies that they are serious. 

    Now You Know All About The Superiority Feature For Fighters. 

    I certainly hope you enjoyed the article. Having written this, I definitely have a new respect for the Fighter class. The abilities afforded to those with the Superiority Feature match the name it has been given. It’s just straight-up superior. 

    What are your favorite Superiority Feature maneuvers for the Fighter? Is there anything I missed that I should expand on? 

    Either way, thank you so much for reading. 

    1. What Barbarians Can Do At Level 5
    2. Conclusion

    The half-elf Barbarian surveys the scene. A plethora of zombies are ahead, and two necromancers battle beyond the fray, vying for control. There’s a manticore too! 

    The Manticore – dndbeyond.com

    So many enemies to fight! 

    The barbarian ignites his Rage and bursts into the fight, and thanks to high initiative, he can be ahead of his teammates. 

    He aims for the zombies just 10 feet before him and scores a hit with his great axe! The Barbarian is counting on his chain armor to protect him. –Seemingly out of options, he ends his turn. 

    Meanwhile, some of the seasoned players give the barbarian player a look. 

    THE LOOK.

    As a Barbarian, you ask yourself what you did wrong.

    You raged! Check.

    You attacked! Check.

    You are tanking for your party! Check.

    So what went wrong?

    My article aims to break down the Barbarian’s capabilities at level 5 so new players can learn what to expect when they get to that level and what to anticipate when they start playing at higher levels. In this case, I’ll use the Barbarian class as a general example to help describe lesser-known D&D game facts. In a later article, I’ll focus on racial traits. So those will be ignored for now. 

    The features and abilities listed below follow the Players Handbook (PHB). 

    What Barbarians Can Do At Level 5

    The Barbarian is designed to tank and deal a significant chunk of damage. But what does that mean exactly? Here’s a general list of what you can expect from a Barbarian class at level 5: 

    Rage

    Barbarians at level 5 can use the Rage Feature from the first level. Every turn in combat, they can Rage as a bonus action up to 3 times. This lasts for six rounds (1 minute). As long as you aren’t wearing heavy armor, you could:

    • Have an Advantage on Strength checks and Strength saving throws. 
    • When you make a melee weapon attack that uses Strength, you gain +2 for the damage roll. 
    • You have resistance to bludgeoning, piercing, and slashing damage types. 

    *Remember that you can’t cast spells or concentrate on them while using this feature. It ends early when you are unconscious. It also ends if you haven’t received or inflicted damage. You could also end your Rage as a bonus action if you wished. 

    If your Barbarian doesn’t wear any armor, they can rage and enjoy the above benefits. Remember kids! A naked Barbarian is a good Barbarian. 

    Unarmored Defense

    To further expand on my point about naked Barbarians, there is the Unarmored Defense Feature. 

    • While you are not wearing any armor, your Armor Class (AC) equals 10 + your Dexterity modifier + your Constitution modifier. 
    • You can use a shield and still gain this benefit. 

    This, combined with benefits to AC from racial traits or some other feat, could lead to a pretty hard-to-hit character. –And you don’t have to wear any armor at all. 

    Danger Sense

    Barbarians at level 5 will have the Danger Sense Feature, which is excellent for dealing with traps or spells that require Dexterity saves. This feature can be easily forgotten during play for players and the DM alike! I’ve forgotten about this feature plenty of times, to the players’ chagrin. 

    • You have an advantage on Dexterity saving throws against effects you can see, such as traps and spells. 

    *Remember that you can’t be blinded, deafened, or incapacitated. 

    Extra Attack

    It’s good to be level 5 because this is the very level all Barbarians get the Extra Attack Feat! This is the exact feat available to Fighters, for which I wrote a similar article.

    • The Extra Attack Feat allows you to attack one extra time whenever the Barbarian takes the attack action on their turn. 

    This very feature is what gives the Barbarian class such excellent damage potential. It would be best to remember this feat when you play. 

    Fast Movement

    Another overlooked 5th-level ability is the Fast Movement Feature that the Barbarian receives. 

    • Your Barbarian’s speed increases by 10 feet.

    *Barbarians cannot be wearing armor for this ability to take effect. 


    Primal Paths (Class Specializations) 

    There are a couple of ways to specialize in the Barbarian Class, according to the PHB. 

    1. The Path of the Berserker
    2. The Path of the Totem Warrior. 

    It’s important to note that you only receive the 3rd-level feature for these specializations. Still, you receive more abilities at higher Barbarian levels. 

    The Path of the Berserker: 

    A level 5 Barbarian with the Path of the Berserker Specialization can use the Frenzy Feature. 

    • When using the Rage Feature, you can also use the Frenzy Feature. When activated, your Barbarian can make a single melee weapon attack as a bonus action for the duration of that Rage! 

    *When the Rage ends, the Barbarian suffers one level of exhaustion. Exhaustion has up to six levels, and there are many disadvantages to having this condition (Up to and including death). I will write an article describing exhaustion soon. The 1st level of exhaustion means you get a disadvantage on all ability checks, and a point of exhaustion can only be removed with food + drink with a long rest. 

    The Path of the Totem Warrior: 

    The Path of the Totem Warrior Specialization allows your Barbarian to supernaturally buff their character with a chosen spirit animal’s ability set! It is handy for players who like strategizing. 

    Under the Totem Warrior Specialization, the Spirit Seeker Feature gives your Barbarian two spells for interacting with animals they may encounter and befriend: 

    1. The Beast Sense (Divination, Ritual) spell lets your Barbarian see and hear what a willing animal sees and hears. As long as they are willing and the ritual is completed correctly. 
    2. The Speak With Animals (Divination, Ritual) spell lets your Barbarian communicate with animals. Very useful for information gathering and other interesting scenarios! Keep in mind this ability depends on the intelligence of the animal involved. 

    *These spells can only be cast as rituals, which means you add 10 minutes to the casting time of these spells. For Beast Sense, the time is 10 minutes. For Speak With Animals, the time is 20 minutes. 

    Totem Warrior specialized Barbarians also have the Totem Spirit Feature. It requires a physical object that incorporates a specific totem animal of their choice, which I listed below: 

    • Bear: When using the Rage Feature, your Barbarian resists all damage types except psychic damage. Good for tanking!
    • Eagle: When using the Rage Feature, and you aren’t wearing armor, you can Dash as a bonus action. Your enemies have a disadvantage on opportunity attack rolls. Great for crowds! 
    • Wolf: When using the Rage Feature, your teammates get an advantage on melee attacks against enemies within 5 feet of your Barbarian. Excellent for team plays! 

    *According to the PHB, it’s unusual for players to have multiple animal totems. But it’s not impossible. So speak with your DM if you want numerous animal totems with your character! 


    Ability Score Improvement

    Barbarians at level 5 will have been able to upgrade their ability scores. This should’ve been done at level 4, but your Barbarian will have improved significantly in rolling potential. You should have been able to give your Barbarian one of two options:

    •  2 points for one ability score, 
    • Or 1 point for two ability scores.

    Remember that you cannot move an ability score past 20, so no cheating. Or that dragon over there will smoke you. 

    Now You Know What A Level 5 Barbarian Can Do.

    Let’s try the scenario again from the beginning of the article. 

    The half-naked and Half-Elf Barbarian takes his turn and surveys the zombies. Specializing in the Path of the Berserker, the player formulates a strategy. Instead of going directly for the zombies, he aims for the manticore. Focusing on the stronger enemy is better, especially since the necromancers appear to be fighting each other. 

    He uses the Rage Feature as a bonus action in preparation for what he’s about to do. Using his Fast Movement Feature, the Barbarian dodges a few opportunity attacks from the zombies and barely reaches the manticore. 

    Thanks to the Extra Attack Feature, the Barbarian attacks the manticore twice with his great axe! But the manticore is still in the fight. The Barbarian must do more damage to kill this dangerous creature. For now, the manticore cannot take flight without taking an opportunity attac k from the Barbarian. 

    He ends his turn, and while a zombie and the manticore attack him, the damage is minimal thanks to his high AC from the Unarmored Defense Feature combined with the benefits of Rage! 

    The Barbarian’s teammates get the zombies’ attention and manage to cull their numbers before they can surround the Barbarian. 

    On his next turn, the Barbarian activates the Frenzy Feature as a bonus action. Now, for the duration of his Rage, the Barbarian can effectively attack three times in one turn! He’ll have to get used to the point of exhaustion after the fight. 

    He deals a critical hit with a nat 20, and I get the pleasure of asking him how he wants to kill the manticore. He shears the head of the manticore and can grab it, getting the attention of the fighting necromancers. 

    One of them casts the Web spell at him. Still, thanks to the Barbarian’s Danger Sense Feature, he can get an advantage on the Dexterity Saving throw to avoid its more dangerous effects. 

    The fight continues, but this scene is undoubtedly a more exciting story and beneficial for the Barbarian. 

    I hope you enjoyed this article and learned a thing or two about the Barbarian at level 5. 

    I plan to make similar articles for the rest of the classes available in D&D 5e. Did I miss anything that I should address? Leave me a comment below if so. Thanks so much for reading. 

  • The game before you is getting exciting! You’ve rolled initiative and are one of the first players against the pack of wolves circling your wagon. As a newly leveled 5th-level fighter, you bear your favorite weapons, a trusty pair of dual axes, ready for combat!

    You score a hit, and one of the wolves is badly injured. 

    Your turn ends, seemingly your abilities exhausted, and the monk goes next. 

    She runs up next to a wolf and attacks! But she doesn’t attack once. She attacks twice! But wait! You hear her announce that she’s using something called a Ki point to do Flurry of Blows, which grants her 2 bonus unarmed strikes!

    As a fighter, you ask yourself how the Hells the Monk can do that, and a discussion starts. Many topics are discussed, from proficiencies to features, feats, racial traits, and a mishmash of it all. And now the dungeon master is asking you why you didn’t choose to do an extra attack of your own, or action surge, at least. 

    What? Could you do that? 

    Of course, you can, ya’ dingus! You are level 5 now! 

    My article aims to break down the Fighter’s capabilities at level 5 so new players can learn what to expect when they get to that level and what to anticipate when they start playing at higher levels. In this case, I’ll use the Fighter class as a general example to help describe lesser-known D&D game facts. In a later article, I’ll focus on racial traits, so they will be ignored for now. 

    What Fighters Can Do At Level 5

    The Fighter is designed to fight! Duh. But what does that mean exactly? Here’s a general list of what you can expect from a fighter class at level 5: 

    Multi-Attack

    Fighters at this level can use their Multi-Attack feat to attack twice when using a single attack action. This can happen every single turn if you want! This is one of the most important features available for the Fighter, and it only gets more robust at higher levels. 

    Action Surge

    Fighters at this level can take one additional action with their Action Surge Feature. –But only once before requiring a short/long rest. This means:

    • They can use their additional action to attack twice!
    • If used with the Multi-Attack feat, they can attack up to four times because of the additional attack action now on the table.
    • They can attack and heal with a potion on the same turn. Allowing you to heal and attack simultaneously can mitigate incoming damage.
    • They can attack and disengage on the same turn. This allows you to get an attack in while getting out of grave danger. 
    • They can attack and do many other actions allowed in D&D. This allows so much versatility for clever fighters. 

    Keep in mind that Action Surge is a one-and-done ability at level 5. Find out how often your party takes short rests to determine when you should use Action Surge. Just remember not to hold onto it forever. You better use it or lose it! 

    Martial Archetype

    Fighters at level 5 will have been able to specialize in a Martial Archetype of their choosing: 

    1. Choosing the Champion Archetype gives the Fighter the Improved Critical Feature, which means you can strike a critical hit on a 19 on a d20 roll instead of a 20. While this option seems simple, this drastically increases your damage potential. You may get a critical hit 1 out of 10 times instead of 1 out of 20. 
    2.  Choosing the Battlemaster Archetype gives the Fighter the Combat Superiority Feature, which provides you with a completely new ability: 4 x Superiority Dice (D8s that expend when used and regenerate after a short/long rest.)Superiority Dice give the Fighter a choice of three maneuvers, of which there are 17 to choose from, that directly control how they combat enemies. I will soon describe all the maneuvers available from the Player’s Handbook in another article because it deserves one. – I will say that this is a powerful feature that only gets stronger the higher your Fighter level reaches. You also receive the Student of War Feature, which gives your character the choice of proficiency with an artisan’s tool they want to have.
    3. Eldritch Knight Archetype allows the Fighter to use the Spellcasting feat using Wizard spells from the Evocation and Abjuration spell lists. Very versatile! At level 5, your Fighter will have:
    • Four 1st level spells.
    • Three 1st level spell slots to utilize.
    • Two cantrips of their choosing. 
    • The Eldritch Knight Archetype also gives you the Weapon Bond Feature. This feature allows the Fighter to create a magical bond with one weapon. You can do this for up to two weapons at a time for those Fighters that want to fight dual wielded weapons too! Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. You would also be able to summon one weapon as a bonus action, causing it to teleport instantly to your hand! Neato. The rules are more nuanced in the Player’s Handbook, but that’s the general description. Very useful feature!

    Ability Score Improvement

    Fighters at level 5 will have been able to upgrade their ability scores. This should’ve been done at level 4, but your Fighter will have improved significantly in rolling potential. You should have been able to give your Fighter one of two options:

    •  2 points for one ability score, 
    • Or 1 point for two ability scores.

    Remember that you cannot move an ability score past 20, so no cheating or the dragon in the article will eat you. 

    Knowledge Is Power

    Let’s take this back to the top. Now that we know what the Fighter is capable of at level 5, particularly concerning the Features and Feats present at that level. I will reference a moment from one of my players, who is currently a level 5 Minotaur Fighter.

    The party is currently in one of the final dungeons of the Lost Mines of Phandelver module, a dangerous place called Wave Echo Cave. In this dungeon, they were attacked by a pack of bugbears. 

    The Minotaur fighter charged into the fray and executed a series of attacks that decimated a bugbear. He could attack four times using his Champion Archetype feature combined with the Multi-Attack Feat and Action Surge! He rolled a 19 on one of the attacks, dealing a critical hit. All in all, he successfully attacked the bugbear 3 out of 4 times. He missed the 3rd roll. 

    The bugbear was defeated by the 2nd damage roll, so I let him describe the finishing move. He beheaded the poor bugbear. Nice and clean. And then, he ends his turn by walking to the next bugbear.

    As if to say: “I’m coming for you next!”

    As a DM, it’s fun when a player absolutely decimates an enemy, especially when I have the opportunity to state how the rest of the enemies around them react to such brutality. The bugbears tried to run in that game, but the rest of the party mopped them up nicely. They even played around with the bugbear’s head. It was a dominating round for the players! 

    I hope you enjoyed this article and learned a thing or two about the Fighter at level 5. I plan to make similar articles for the rest of the classes available in D&D 5e, so stay tuned for that.

    Did I miss anything that I should address? Leave me a comment below. 

    Thanks for reading. 

    (Edited on 8/24/23. Made Action Surge description much more clear and added in a forgotten feature of the Eldritch Knight Archtype, the Weapon Bond Feature. Thank you, Ryuhonda!)

  • There are several reasons to need to cancel a game. After more than a year of playing a few dedicated games of D&D every week, I listed my main reasons for cancellations in my games. Remember that these reasons are based on my experiences with online play only. 

    • A player or multiple players canceled.
    • I was feeling sick.
    • Schedule changes
    • Players were late or unresponsive.
    • I was called into work.
    • Emergencies to do with the group.
    • Internal Changes in the game itself.

    If you want to know how to continue a game when a disruption occurs, click this link. In this article, I aim to discuss your options for dealing with these factors in your games as a Dungeon Master and help you determine when to cancel your session. 

    You Should Probably Cancel When…

    Multiple Players Canceled. 

    Major bummer. But it happens! When multiple players cancel, you must determine how many players you have. 

    • 3-4 players: You should cancel. Half of the party canceling the game will lead to the DM playing with themselves. Alternatively, you could do individual one-on-one games with your active players instead. Soon I will have an article up detailing my best practices for a one-on-one game. 
    • 5-6 players: I recommend communicating with everyone to determine if they want to continue playing the game or wait for the others. If no one answers, cancel the game. If there is interest from the other players, keep it going. 
    • *7 + players: You should continue playing, you mad lad! 

    Players are late or unresponsive, and they haven’t communicated: 

    This is a very worrying event. Your players could have had a terrible thing happen to them, or hopefully, it’s something as simple as not looking at the time. After all, they each have their own lives to lead. Try contacting them directly and determine if you can reach them. If only one person does this, by all means, continue the game without them. If multiple people do this, I recommend canceling to work on the game internally. DMs ultimately need to make their own determination when this event occurs. Suppose this happens with a particular player for multiple sessions. In that case, you may want to evaluate whether they belong in your game. Thankfully, I’ve never had to do this, and I hope you don’t either! 

    You, The DM, Are Called Into Work or Family Matter:

    Nothing you can do when life calls you back to tend to critical matters. Remember that playing dedicated D&D means you’ve made the conscious decision to dedicate a few hours of your life to playing D&D. Of course, when you need to pay the bills or care for a sick parent, you cannot control everything perfectly. Work is a leading reason why I must cancel my games. –But let me state that I very rarely let it happen. 

    At my current job, I iterate to them just how vital my set days are to me. As a DM, it’s ultimately your responsibility to communicate with your job’s supervisor about your scheduling needs. I firmly believe nobody should work a job that doesn’t let them work on a consistent schedule. If this isn’t addressed, I think it will be tough for a DM to consistently play their game long-term. Similarly, you must ensure your family understands your boundaries and hobbies. Good luck! 

    * I’ve had moments where my job started calling me to work almost weekly! Eventually, I told them I wouldn’t come in that day, and they stopped. I am fortunate to have a very understanding employer with an excellent boss. I feel it’s a respectful relationship. If you have to have any reason, all you need to tell them is that you have an appointment scheduled that day. –Because you literally do. Your appointment is to play some D&D with your friends!

    You, The DM, are feeling sick (And Playing At A Table):

    You should call the session off. While I’m sure it would be fun to raise the dead in a game of Dungeons & Dragons, it’s not fun to make others feel like the rising dead because you had the flu. This goes for players too. If you are unwell, stay home! 

    *Alternatively, you could switch your D&D game to online play for that session. I will write an article soon detailing how to get an online game started quickly and for free so you can focus on playing instead of infecting your friends! 

    A Group Emergency Happened. 

    Many types of emergencies would affect the dynamics of your D&D group. Sometimes someone has a death in the family and needs to leave for a while. Maybe someone was injured in the group. Whatever that group emergency is, the prevailing feeling from everyone is that play would feel forced and not enjoyable. I recommend canceling the session, at least for that week, and openly communicating with everyone affected. 

    Internal Changes In The Game Occurred Or Will Occur. 

    Did you come up with an entirely epic storyline that needs further development? Are players pining you for something new & tasty for their D&D games in the future? What if you found a significant glitch in the game that may destroy what you’ve worked to cultivate? 

    Cancel, cancel, cancel the session! –And use that time to develop what you need to update. You will thank yourself for doing it; I’m sure your players will too. Sometimes it makes sense to pause a project, like a dedicated game, so you can view it from all sides and make the necessary changes.

    A Major Disruption Happened In Game. 

    There are a variety of disruptions, but the worst ones will be the ones that cannot be worked around or ignored. These types of troubles include: 

    • An outburst from a player or multiple players affected everyone’s enjoyment of the game.
    • Power Outages.
    • An act of God (Like an electric fire or a tree falling on your roof).

    These disruptions are the ones that are entirely out of your control as a DM. Sometimes people aren’t in the best mood, or a lightning storm happens, and you must cancel the game. Whatever the reason, always communicate to your players why you need to cancel. I’m sure they’ll understand. 

    In particular, whenever an outburst from a player or players occurs, it should be treated promptly and seriously, as it could affect the future of your game moving forward. Later, I will write an article detailing how to set up your games for success by having a strict but fair set of rules. It will be linked here. 

    What Would Make You Cancel A D&D Game? 

    Of course, there are several other reasons why you would cancel a D&D game. Every dungeon master has their own issues, obstacles, and pool of players with different needs and wants. There’s gotta be a random hodge-podge of specific reasons to cancel your game. The list I provided was merely a general summary of some of my most common issues. 

    So what would make you cancel your game? Leave a comment below. 

    I hope you enjoyed the read.