Sometimes players find themselves needing to make a choice between mechanical effectiveness and storytelling.
After an unlikely stroke of luck resulted in major character development, however, I’m reconsidering my stance on near-impossible rolls.
Bringing your foes low through massive damage or mind-warping illusions is always enjoyable, but few things are as satisfying as the countless petty annoyances that come with a well-applied Bane.
One of the core rules of storytelling is that power should always come with a price. The greater the power the more you have to pay for it, and few things demonstrate this better than the Potion of Blazing Luck.
Have you ever wished your game world was a little more like Narnia?
Healing spells and abilities can be tough to balance properly, and at first glance Aura of Vitality seems to be a prime example of this. However, when you take a closer look it starts to make much more sense.
Conditions can have a much bigger impact than mere damage – unless you have a friendly Paladin with an Aura of Purity up.
Sometimes Paladins remember spellslots can be used for more than smites, and when they do Aura of Life is a great tool for messing with undead foes.
It seems a universal rule that from comics to boardgames, all aspects of nerd culture must eventually make some sort of nod to the Cthulhu mythos. In D&D this often manifests in the form of Warlocks battering people with otherworldly tentacles.
There are a handful of spells listed in the Player’s Handbook that are actually more likely to be used by the DM than any self-respecting hero, and few crop as commonly as the good old Arcane Lock.