A short story depicting how my favorite NPC from Phandelver & Below died in a game I DM’d for.
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The caves weren’t as bright as they are now for Sildar. Before, they were dark. Save for the orange light of the campfire and torchlight. But fire always meant trouble here. It meant torture and deprivation. It meant humiliation from Yeemik the goblin.
Sildar roamed the caves with ease now. He was free to leave, but he felt something holding him back. Fated to hide in Cragmaw Cave forevermore. He watches the goblins as they build traps. One stacks stones atop a pond of rising water, a fitting trap to wash out any invaders to the cave. Other goblins patrol the stream towards the entrance of the cave. Yeemik and Klarg are directing other goblins outside to build defensive towers. Out of the few times Sildar looked outside, the construction was ramshackle and falling apart. But given time…
There is no time for the goblins, though. They die now, one by one. A tall and fearsome rabbit man with a powerful punch surprises them from the bushes and slaughters them. The same half-elf who ran away the other night joins him. The night that Sildar died at the hands of Yeemik. Soon, a human fighter and a woman dressed in a green cloak shows to end the rest. Sildar retreats back into the cave. His memory had been vague, but he senses hope for the first time after spawning. –And after the hope, he remembers now.
Sildar claws his way towards his most recent memories. Back to where he spawned. He let his wings unfurl where they could in the trapped cave environ. Behind him, the rushing of water and the sound of fighting resonate through Sildar. But his thoughts were of himself. He used his monstrous strength to jump clear over the large snake roosting at the ridge above him. Sildar was practically flying. Now he stomps his way towards Yeemik’s favorite spot of Cragmaw Hideout. Someplace away from Klarg, where he is free to torture the prisoners. Sildar thought of Iarno. He wondered if his guild companion was okay. Unaware, Sildar let a goblin with a torch run through him as he ran screaming towards Yeemik’s position. This slight angered Sildar. Yet another goblin desecrates his body. Enraged, Sildar let out a roar not unlike that of an eagle. He surprised himself, however. Sildar never roared before.
From Sildar’s experience, he let out the sound of a Griffon. Like the one he rode upon as a part of the Cavalry of Waterdeep. It was Sildar’s service to the city watch that allowed him to join the Lord’s Alliance. The goblin stopped in its tracks and dropped the torch. It turned around slowly, gazing at the horror that was now Sildar Hallwinter. Sildar roared again, and the goblin pissed itself. Then an arrow penetrated its heart, and it died with fear in its eyes.
Sildar feasted upon the soul of the goblin when it emerged. At least he felt some vindication. As he ate the essence of Maglubiyet’s evil, he watched the green-cloaked woman pick up her arrow from the corpse. She didn’t see him. Sildar knew why, and was glad of it. After all, he assumed she was there for him, too. Soon, Shenzi the half-elf and the rest of her party joined the cloaked one towards Yeemik’s cave. Sildar followed. The halfling magic user was in the middle of the pack—the Rabbit Man before him. The human fighter was far behind all, and Sildar was closest to him. The tattooed fighter turned back towards the cave. He looked upon Sildhar’s now massive frame, but turned around and muttered to himself.
“It was nothin’, Maquin”, he said. Sildar still followed.
Perched upon Yeemik’s ledge just above the goblin camp, Sildar watched the party of adventurers confront the murderous clan that killed so many people. His remaining band of goblins snarled. Sildar’s monstrous senses told him many were more fearful of this new fight, but Yeemik remained strong. He told the adventurers just what he’d do to them. And Sildar knew it would be true, if fate allowed.
But it was a pitiful showdown. The halfling with the party named Quinfer let out an icy barrage of death upon a group of Yeemik’s kin. Shenzi and Maquin let loose arrows into the group, too, which decimated their numbers entirely. Sildar learned of the rabbit-man’s name, Travis, after Quinfer praised him for a stunningly brutal show of force. Blood let loose in this cave of torturers, but it wasn’t the tortured blood of prisoners anymore. Some splashed upon Sildar’s ridge above.
Filled with the pride of revenge, Sildar beams when he learns it was Shenzi who would be dealing the final blow. After all, she lost her entire party after an ambush gone wrong. Her previous teammates and the prisoners she tried to save, including Sildar himself, lost their lives after taking a gamble on the sensibility of goblins. Shenzi pierces Yeemik’s heart, and her words echo in the chamber. “I will cut you down, break you apart, splay the gore of your profane form across the stars! I will grind you down until the very heavens cry for mercy! My hands shall relish ending you, here and now!”
And so it happens that Yeemik dies a glorious death. Sildar didn’t let any of their souls go. He hunted them down, especially Yeemik. He wouldn’t be allowed to join Maglubyet in death. Not ever. Sildar chirped, and he found the woman in the cloak gasping in terror from below. They lock eyes while her teammates are distracted. Sildar was surprised to learn that the woman in the green cloak is a fair-faced half-orc. As they looked upon each other, Sildar felt compelled to turn. He found his spawning place. –And he recognized why he came from here. Before Sildar was his old bag. He let out a ghostly coo, beckoning someone to find it.
Behind the half-orc woman, a voice called out. It was Maquin. “Xahri, everything alright?”, he said.
“I’m not sure,” Xahri said. “I think I saw something above us”.
It may have to be Xahri, Sildar thought. He found that he could leave this place. There was nothing left to hold him back from the adventures that lay beyond his horizons. Xahri discovered the contents. Aside from a simple gemstone and a potion of greater healing, inside Sildar Hallwinter’s bag was a peculiar item for a retired adventurer. The heavy leather harness features an emblem of the City of Waterdeep, including an expertly crafted image of a guardsman riding a Griffon. Initials are carved into it. – “S.H.”
57 sessions of Curse of Strahd. That’s how many sessions I had before I made the decision to switch out my campaign with my players. To put this into context, each session I DM’d lasted 3 hours. So, doing the math, that’s 171 hours worth of Strahd von Zarovich taunting (and getting taunted by) the players. For those familiar with Curse of Strahd, we barely scratched the surface of the module. The players were level 6 at the time, and they had just finished exploring one of the most exciting dungeons I’ve personally done so far: The Amber Temple. Now, going into the Amber Temple, the players at that level were painfully aware of what I’ve been telling them out of game. It was going to be a dangerous slog. Without going into spoilers and many character deaths later, the party was still having a blast.
However, towards that last session, life got in my way. I got hired as a general manager for a hotel. I was moving to a new apartment. My life? Topsy turvy, like Ireena’s poor spirit in Barovia. My computer died, too. Thus, the sessions grew further apart. Scheduling was a hassle. The game I’ve been curating went by the wayside. I barely recognized what happened as the final sessions went awry.
On top of that, I got bored. The theme of Curse of Strahd is oppressive. Dark and grim can only be so exciting after months of grim darkness and oppression infecting the spirit of what traditional happy-go-lucky D&D adventures tend to be. I wanted to go back to form. And it wasn’t just me. Either through my own personal lack of interaction with the players, or with how the game-feel shifted… Suddenly, the dedicated group I entrusted my time with started going their own separate ways. I could tell they were getting bored, too. Well, not all of them. Obviously, when life hits, there’s nothing a DM could do other than to hope the player returns when the time is right. To disparage them otherwise is rude and can break trust. Don’t do that to your fellow players…
So what else could I do?
I Needed a Breath of Fresh Air! So I Switched to a New Module.
Yep! I went ahead and switched modules. The response I received from my players after I announced this switch was a renewed interest in playing. Of course, not everybody could make it, but when you have a dedicated group like me, new players tend to find themselves in my games faster than I can blink sometimes. I feel fortunate for that. In no time at all, less than two weeks of waiting and prepping, I had my players building their new characters and learning about the theme of Waterdeep’s urban landscape. The change in setting and the new challenges presented in Waterdeep’s world breathed new life into our game.
In my beginning months as a DM, which was well over 2 years ago now, I wouldn’t ever think of switching modules. To end a story when there was so much left to tell! So many more characters that could die! However, by the time the campaign ended, one long-time character in the game died a most exciting and gruesome death. Lunara, the naive centaur Ranger, through certain decisions of her own, turned to the darkness of evil. –Before she could murder a party member for her own personal gain, she was murdered by the party. She wasn’t the only one changed by their time in the Amber Temple.
It was a fantastic ending for that character. It went so well with the roleplaying that members of the party that ended her life held a burial in her honor anyway. The player controlling the dead party member rolled a new character, and all was well. Despite a player vs. player encounter that ended in a death, I had one rule: If there was to be PvP, it would be planned ahead of time with consent and understanding of the consequences. Or I would end the game. My players followed my rule to the letter, and again it was great. Several other moments occurred, too. A player had to leave my table, and his PC left the Amber Temple, which had changed him forever.
My point is that the sessions leading up to my ending Curse of Strahd felt very culminating. Despite more to do and experience from the module, the party of characters that started the game 57 sessions ago actually met their end. It wasn’t a total demise, mind you, but it felt final to me. The other players must’ve been thinking the same, and because of the delayed timing, I bet we were all itching for something different.
Learning to Prevent Burn Out And Embrace Change!
I did this with various one-shots during my playthrough of Lost Mines of Phandelver / Phandelver & Below and when I was still doing Curse of Strahd. These one-shots provided a refreshing change of pace and allowed me to explore different aspects of the game. For instance, we played a one-shot themed on a cult world takeover, which was a stark contrast to the gothic horror of Curse of Strahd.
But in this specific circumstance, my bore with COS meant that I needed to end that story essentially for good. And a simple one shot break wouldn’t do it this time. We could go back to COS later, but my thinking right now… What would the consequences be if I kept up Curse of Strahd? I bet you this:
The gameplay may have gotten more stale because I personally wasn’t invested anymore. I wouldn’t be having as much fun.
My players may have left one by one after a while. I was seeing this happen every week. (To be fair, I was also having issues keeping consistent with my games every week, which is a major issue. Thank goodness it’s fixed now).
When you start a long-form videogame like Valheim or Satisfactory, you play for a while, but the gameplay starts to feel dull. Yet, you yearn to try again. You want to try anew with the knowledge of experience and the nostalgia you felt before! And sometimes that works. Even if it’s the same experience essentially, you’ve gotten to your original point faster. Or at least more efficiently.
I felt exactly the same when I started Waterdeep: Dragonheist a few weeks ago with my players. The feeling of starting session 0 again with the knowledge of how to run D&D as an actually experienced DM is pretty great. Exploring a new setting is invigorating, too, and my veteran players loved the creation of their new characters. My favorite character at the party so far is actually a new player. He’s doing an Owlin Wizard that’s 2 feet tall. A brilliant character design.
Have You Switched Modules Before? What Tips Would You Share?
It’s funny to think I was so resistant to switching up D&D stories. After this paradigm shift, my threshold for making the switch consists of knowing exactly when the party’s story should end. –And the party’s story doesn’t need to end when the module ends. And that’s okay. If anything, it returns to form what a tabletop game actually is. It’s a game. There are end conditions, and it is a treat to have the party survive and fight their way to the end of a module story without losing the souls of their characters in the process. Out-of-game, it’s a celebration to do so without life getting in the way. So:
If the party is severely compromised and affected or if there is a TPK (Team Party Kill, everyone dies), switch up the module/campaign story.
Also, switch it up if life gets in the way. The campaign type you are playing may be too long-form. Shorten it up with a short campaign instead.
Also, switch if you get bored!
My Curse of Strahd campaign was flirting with all three reasons. That’s my justification for switching, anyway.
No regrets. Sayonara, Barovia. Until next time!
Thanks for reading my article. What are your stories with switching up campaigns? Did you end up saving a game table by switching, or did it have the opposite effect? Have you ever finished a campaign in its entirety before? What was that process like? I’d love to hear about it!
When I started playing Dungeons & Dragons 5th Edition a few years ago, I played at a table with a good friend of mine who I think is excellent at the role of Dungeon Master (DM). His main strengths were in how he planned his games. –I would later learn that how he introduced his games to his players would be paramount to getting his sessions started right. Turns out, after searching, Session 0 was a thing to focus on when DMing games. So, I copied those methods and added my own personal flair. I must tell you that following Session 0 best practices is probably the main reason my games keep going. Other than that my players are frikken awesome, of course.
One game turned into two throughout the year, and some new players joined in the middle of those games. I can safely say that the only time I’ve had a player drop out of my games entirely was due to personal reasons (like school or work). So, I want to share a bit of my process for getting my games going, recruiting players, and conducting my games on my Discord server.
It’s About Prepping for Session 0
Many experienced D&D players and Dungeon Masters know about Session 0, where the game doesn’t start just yet. It’s more about meeting everyone officially at the table, building player characters, and establishing the world that they’ll be playing in. –Whether it’s in Discord, on the phone, or at the physical table in your home.
It’s also about getting player expectations and introducing your Code of Conduct.
My Code of Conduct Rules and How I Enforce Them
Just writing the title above me has me feeling all Stalin-esque like I’m a dictator in my own world. Well, sorry to say to players who want less structured games, but I am the dictator of my Discord world! –At least when it comes to ensuring that my server is inclusive while fostering good teamwork and mutual respect.
Personally, I’ve found that enforcing these rules is so easy to do, especially when you read them out to everybody during Session 0. When everyone knows what to expect and respects each other despite disagreements, it could save many headaches for the future. So, how do you foster that?
I must take each player aside to ask them what they want from my game. I set up the world, but how do my players want to have fun in it? Do they want to focus on their character’s roleplaying? Do they like combat? Are they prepared to face the dragon in the article? Ask them these clarifying questions and take note of what their needs are for your games. This act does more than help you prep your games; it’s respecting your players.
The rules are written my way, but they borrow from an Adventurer’s League Code of Conduct ruleset that I saw online. It’s a resource I’m afraid I can’t quite find anymore:
In general, I plan to run my games with “the rule of cool” rule basis. Keep it nice, civil, & friendly. If you have a question, ask me. Here’s some specific rules to keep in mind:
**Harassment & Behavior: **
All members of the server, players, DMs, and otherwise, are expected to respect the other members and players, and all people are welcomed here. This includes treating each other with respect regarding, race, age, sexuality, gender, religion (or lack thereof), and other physiological or ideological characteristics/beliefs. Every person is entitled to this respect; call and address every person & their characters by the name and pronouns they’ve given you.
**General Conversation:**
Do not engage in inappropriate conversation, mean-spirited insults (if you are asked to stop, stop immediately), forcefully telling others how they should play or act, or other intentional behavior that is hurtful. If you have an issue with another person, settle it privately or message me.
**No #NSFW Content**
While this is an adult server, I want to keep it safe for work. This means no posting of nudity, sexual images, real life gore/violence, promotion of hateful speech or behavior). Foul language is allowed, but it should be kept to a minimum and be respectful of all participants in chat.
**In-Game Courtesy**
While in Voice Chat during a game or session, it is expected that all players give others a chance to speak, not interrupting them, discouraging them from talking, or from participating. It is reasonable to expect that some players will be more experienced and/or more comfortable when speaking and playing, and tend to “lead” the conversation, which is perfectly fine. But all players should try to be respectful of everyone else in their session while some of us are learning the game (Myself included). I will be doing my best to keep everyone involved and make sure ALL players are heard.
**Welcoming New Players**
Bringing in new players and welcoming people to the server is what I will strive to do to keep the ongoing game running. Everyone is welcome, including people of all race & creeds, and all levels of experience to D&D. Please be sure to encourage inexperienced players along, never put them down or discount them based on lack of experience as some people may have had bad experiences before.
**Keep Content In Appropriate Channels**
This will help keep the server organized. If you think a conversation may derail into another discord topic, please move it to that particular thread on the server.
**Rulings & Disagreements:**
There will be times when a player may disagree with another player or myself about how something is supposed to be done or the way things are handled. In those situations, I have the right to make a judgment call. If you disagree with the call, you can message me about it later out of game. I recognize that mistakes happen, especially when I’m learning, but it’s usually better to have fun than deliberate over the rules, which could be learned from during study later.
• DO NOT continue to argue mid-session.
• DO NOT complain about the situation in a public channel.
**Consequences: ** I’ll always attempt to resolve issues in a way that corrective behavior can be followed and allow all to continue playing and participating. However, failure to comply with these rules will result in the following:
• Verbal or Written warnings.
• Permanent banning from the server and game you are involved in.
There is zero tolerance for harassment here, consider this your only warning if you are found violating this rule.
**Reporting Problems, Harassment, Rules, General Questions:**
If there is ever any issue where you feel someone is breaking one of the server rules, is being disruptive, or harassing you or other players, even just for clarification of rules or general questions, please contact me.
Feel free to copy my code of conduct rules for your games! It’s my aim to help people create a fantastic environment for their D&D campaigns without having to stress about how to get started. Some of what was written above is very specific to my campaigns, but this could easily be converted to serve your needs. Ain’t the internet grand?
What if a New Player Joins in the Middle of the D&D Game?
I would hold a D&D Session 0 for that player specifically. At the very least, setting aside a few minutes to read your Code of Conduct to the newbie is easy. After that, you should be able to resume your game.
How Do You Enforce Your Rules?
Very carefully.
I remember a situation involving a homebrew mini-campaign that I played with my gaming group. –And one player understandably thought that this campaign was more adult in nature. So much so that they posted a nude picture of their character on my Discord server. Now, this wasn’t entirely my player’s fault. After all, the theme in my campaign was about a cult involving Aphrodite, the Goddess of Love. And my theme of love in this campaign was heavily laden with all sorts of innuendos and meanings.
I advise clarifying that breaking the server’s rules isn’t allowed. Because if they can do it, others can, too. It was immediately addressed as soon as it occurred, and the player involved was so respectful about it that it didn’t even cause an issue at the table. All I had to do was point out the server’s rules, which they agreed to earlier, and that was that.
I’d also like to say that getting to know the players you’ll be playing with is essential. The best thing you can do for yourself is to vouch for a player who will respect your table rules. That said, that expectation and curation demands something from you, too. Which is transparency. If you aren’t transparent about your intentions of the game with your players, then miscommunication happens, and mistrust is sowed. Even if that doesn’t happen, you could get players with entirely different intentions trying to apply to your games.
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How to Seek Players for Your Online DND Games
When I got interested in starting my own games, I was fortunate to have many of my players coming in from my real-life circle of friends. However, I also knew I would have to get new players into my games. People I didn’t even know yet. And I’m expected to just…buddy-buddy?
I ended up on dndbeyond.com, a robust forum full of interested players. In my original forum post one year ago, I laid out exactly what I was doing, how I was playing, and the kind of players I wanted to play with (beginners like myself). Here’s an excerpt of that exact post:
Schedule: 5 PM weekly on Tuesday (Time is tentatively set, but will usually be TUE, WED, THU starting 4,5, or 6 PM.
Roles sought: Players. I’m only looking for 1 player, but may add more depending on circumstances.
Game style: Casual and RP focused. Learning.
About Me:
My name is Ryan. I have played DND before, but never a full campaign. –That said, I’ve been enamored with the game and have found myself with more than enough time to get a game setup. My goal is to learn how to DM on Fantasy Grounds and learn how to make the game as fun for players as it will be for me.
I’m a former news reporter (working at a hotel now lol) and I’m currently writing my own fiction novel. In general, I love telling stories. I just like the idea of eventually making a world that a small group of people could enjoy and participate in together. This will be my first dive into it.
About my game:
This will be set with the Lost Mines of Phandelver starting campaign. Session 0.
I have a full discord community set up, and the game is ready to run on Fantasy Grounds. Everything provided to my players, including FGU and the DND modules that come with it, are free and only need to be installed for your use.
This means that the first games may run slow. -_Because we’re all learning Fantasy Grounds and DND 5E combined. So patience is required. The game I’m running may be perfect for beginners.
My rules generally follow the code of conduct set forth by The Adventurer League’s rules. More details will be in the discord server that I’ll provide to you should you be chosen to join my campaign. The people in my game currently are friends and co-workers of mine, but should they fall out, I want to continue learning how to play. Thus, I’ll have need to invite players to fill the gaps. On this occasion, I want a random player to join the game from session 0 too. Nothing is expected of my players other than that they enjoy themselves and follow the rules of conduct. This means that this game will be privately played.
If you are interested, please respond back about yourself and your experience playing DND. Any other details you want to add, go for it!
This post attracted four interested people to play in my game. I invited 2 of them to play with me, and we have been having great adventures since August 2022. We still play together today once a week at generally the same time that I wrote in my post.
I think players interested in D&D will also want to know what to expect from their potential DM. Keeping this in mind, I sought to define my game specifications to the players I was seeking:
What game I’m playing (D&D 5e).
How I’m playing it (Online using a virtual tabletop called Fantasy Grounds).
How many people I’m looking for (1-2 players).
When will the game start, and include a tentative game schedule (5 PM TUE, WED, or THU).
How I plan to run the table (Adventure League table rules, RP focused, learning).
Introducing myself, and adding details about what my players could expect from me.
Feel free to use this method for yourself.
The Rest Lies With You, DM
Remember that to properly apply the Code of Conduct, you must follow it as best as possible. No one likes a hypocrite… It’s essential to keep consistent with your players. This means that your promises are kept as best as possible. I still feel like I have to work on that, DMing-wise. That said, the role of the DM is not to be perfect. It’s to be practiced.
Now, you have a reliable Code of Conduct for your players to adhere to and a working template for contacting new players should you seek them. After that, I hope you enjoy the finer points of DMing your own games. Like how to set up your Discord server, for example! Or organizing snacks at the table. Oh, and prepping your game, of course.
What game are you preparing? Do you have your own code of conduct or suggestions? Please share and help the D&D community!
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.
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?”
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.
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.
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.
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.
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.”
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.
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.
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.”
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.
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.
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.
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?
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.
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.
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.”
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.
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.
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.
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.
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.
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?
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.
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.)
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.
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.
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.
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.
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.
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.
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.
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!
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.
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.
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.
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.
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.
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.
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.
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.
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:
How to build the places your players will inhabit.
How to build the adventures and NPCs for players to do quests.
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.
Your NPCs are not the protagonists of the D&D world. Your players are.
The nuance of story writing for novels and short stories vastly differs from the writing required for D&D.
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:
You can’t find the specific rule in an official manual.
There is no particular rule in the official manual.
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.
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.
Imagine this, but it’s in a forest lol
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 6: Death.
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:
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.
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 throwfor 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.
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:
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?
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 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.
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.
The Path of the Berserker
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:
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.
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:
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.
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.
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 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.
It’s my aim today to discuss when to continue your D&D game despite these disruptions.
When Should I continue my D&D game?
The answer is not apparent because it depends on the context of your issue holding up the game. The good news is that as the DM, you have the power to keep the game moving forward at your discretion. Just make sure to be fair to your players too!
To answer this question better, I color-coded the cancellation reasons listed above to highlight the least important to most important causes. Keep in mind that this is my personal opinion:
One player canceled.
Schedule changes
I was feeling sick (And I’m playing online).
Multiple players canceled.
Players were late or unresponsive.
I was just called into work.
I am feeling sick (And I’m playing at a table.)
Emergencies to do with the group.
Internal Changes in the game itself.
An act of God (Power outage, etc).
Remember that, despite my opinion, it’s up to the reader to determine what should be taken more seriously when deciding to cancel their game. Some of these reasons listed in orange and red are discussed further in my article “How To Know When To Cancel A D&D Game.”
One Player Canceled.
Players have canceled on plenty of my games, and while it’s not ideal, the show should go on if only one person cancels that night. The first thing DMs should do when a player withdraws is to take control of the situation immediately. I usually ask the player if it is okay for them if we continue playing. Usually, they have no issues, and you can announce to your group about the change. If they have a problem with the game starting, make your determination after conversing with the player. That said, it’s all about talking with the player that canceled to ensure what their character needs are and to update them reliably on what happened in the game. Think of it as an opportunity to learn your player’s character better during the session. It could turn into a more exciting game because of this.
Schedule changes
Schedule changes are rare. Once someone mentions a change of schedule, it can feel like their foot is both in and out the door of the game. Hopefully, when you set up your game, you’ve already established the rules of your dedicated game, including a set schedule. Recently, one player changed their schedule and notified us ahead of time. They couldn’t be at the game at the start time due to another game they were invested in. The solution we came up with was that the player would join when they could to continue playing. I would tell them what happened to their character when they returned and what to expect in the session.
What I do not ever recommend doing is changing everyone’s schedule around for only one person. It could lead to additional cancellations by other players. Again, it’s important to use communication to unravel the beast that could be a schedule change. If more than one person is announcing a change of schedule, that should result in the cancellation of the game until a new plan is formed or the current one is enforced.
You, The DM, Are Sick (And Playing Online)
Since you are sick, it is vital to distinguish how sick you feel. After all, if you know you aren’t feeling well to play, don’t. This goes for players too.
That said, dedication is key for keeping a game going consistently. I canceled plenty of games when I was sick, but I’ve also continued playing in plenty of games despite that. It all depended on how I felt then and whether or not I could talk and speak, which is very important for DMing. From the POV of online play, I remind myself that D&D is a game. So as long as I’m having fun with everybody, it doesn’t matter if I’m sick. It’s not like I’m infecting the other players through Discord.
Sometimes sickness isn’t physical. It can be mental too! Remember to always take it easy when you need the time to collect yourself. Anxiety and unease about a social game are not worth having. Make sure to communicate with the players and let them know why the cancellation has to happen. You don’t have to go into details, but it’s your duty to inform them that you need a break. Be kind to yourself.
About Consistency
A common phrase is thrown around the D&D and roleplaying communities: “No D&D is better than bad D&D!” I agree entirely. If you need to cancel because you know that the reason would affect the mood of the game, then please cancel. That said, it’s also imperative to remain consistent when playing a dedicated game. Heavy emphasis on dedicated. Consistency matters less if it’s a simple and casual game between friends. A dedicated game can still be relaxed, but it’s run strictly due to a specific set of mutually respected rules.
How to Play Consistent D&D Games
D&D is a collaborative storytelling game, so it follows that you need to collaborate with your players. If you plan to play D&D, you must roll with the punches and not cancel every time something happens during a session. It’s a significant responsibility, but enforcing your game rules and being strict with scheduling will make your games run smoothly. –Especially when the players under you get with the program. That said, getting players to adhere to your rules requires professionalism, fairness, and the expectation that following your rules will lead to a fun gameplay experience. Otherwise, why play D&D with you?
Opinion: Consistency Means You Need To Be A Manager
You can’t be a god if you want consistency in your D&D games.
Sure, it’s the DM’s role to play as the literal world your players are dropped in. After all, I describe the scenes and play the piper leading the adventurers where they wander. It’s like being a god. But I’m not too fond of the idea that the DM is this overlord where players must cower in fear, wondering what may come next from my random and godly decisions. Surely most players don’t want the rules to change because of a spontaneous decision. They want a consistent ruleset they can anticipate that every participant follows to the letter, including the DM. –This is why playing the dungeon master should be more like a manager than a god. Especially outside of the game, the dynamics of planning it are entirely different, requiring more collaboration from everybody.
If I were a player, I would want my games to have consistent and easy-to-follow rules, encourage and reward my ideas, and provide a safe space to play without worrying about the others around me. In my opinion, you’ll find that managing your players is a much easier proposition for facilitating your game than pretending you are a god. You don’t want prayers from your players. You want an open-ended discussion for this collaborative game. When a problem occurs in your game, as the DM Manager, it’s your job to facilitate dialogue with everybody and resolve it ASAP.
So, communicate! Do not dominate!
Food for thought.
I hope this helps you determine when to keep going with your game or when to cancel. Did I miss anything? If I did, please let me know by leaving a reply below. Thanks for reading.
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