-Push/Pull/Bind: Succeeds, target must Dex Save or is moved 5/bound until player releases or Dex Vs Dex contest succeeds Cunning players can combine this with the Invisibility spell and the Whispers Bard ability Words of Terror to plant disembodied voices in a victim's head. Use the statistics for a mace. This makes it un-desirable for any class that gets Extra Attack. I feel like this had to have been an oversight or something. You know who doesnt have proficiency with whips? If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. That being said, there was really no way to recreateGhost Riders Chain in D&D 5e without making it a legendary magical item. Why does Mister Mxyzptlk need to have a weakness in the comics? The result is, I think, a really cool feat (you can find it below), that offers plenty of flexibility in combat situations, which still falls within the power balance of a 5e feat. It only takes a minute to sign up. Whip Master, Variant (5e Feat) Whip Master, Variant The whip is an unconventional weapon, but you have learned to utilize it's unique properties to great advantage. Does he make a contested check against mine? Not sure what I confused it with. Hopefully these feats can prove the elegant solution that achieves my goal (and those who share my passion for weapons!) Just for fun in game, Adventure Game Industry Market Research Summary (RPGs) V1.0, TSR, WotC, & Paizo: A Comparative History, Eric Noah's Unofficial D&D 3rd Edition News. Why is this the case? Hey I mean, any excuse I can have to play a battle master is worth it! Top 10 Fighter Feats for 5E 10. Its a travesty that I cannot make a character in the spitting image of Simon Belmont without feeling like the whip is the least powerful part of the character. Additionally, if the target is a Large-sized creature or smaller, it must succeed on a Constitution saving throw or be knocked prone. Actually its one of my favourites, as it offers situational damage boosts which are at least partly under the players control (ie. This is a unique effect, but hard to directly translate without making it overpowered in D&D 5e. I think Id edit Polearm Master so that (at least) the extra attack requires wielding the weapon two-handed, and have Spear Master require wielding handed. Only dealing 1d4 damage in exchange for those properties is fair. Redoing the align environment with a specific formatting, Acidity of alcohols and basicity of amines. I was really pleased with my creation, but the response so far has been underwhelming. Compendium. Not sure the benefits of reach when you can just shoot it from even further away. Whip Master: Flavourful and makes the whip a more viable choice. Is this homebrew Way of the Force monk subclass balanced compared to the official monk subclasses? It lasts until you're incapacitated or you dismiss it as a bonus action. Search by name on the left, click feat name to display on the right. So with that in mind, I wanted to create a whip that could serve as a solid offensive weapon, but have the ability to charm creatures as well. Fencing Master Oooh, I havent heard of the Duelist subclass, and I cant find it online. *Plus Acrobatic Attack, Acrobatic Defense, Blinding Strike, Combination Attack, Crippling Attack, Defensive Feint, Defensive Stance, Disabling Strike, Preemptive Strike, Showboating Attack, and Whirlwind Defense, if you want to include my homebrew manoeuvres. 5 wis (ranger) 5 cha (rogue) 5 feat Total of +20 initiative. Unearthed Arcana + Homebrew), The Harder They Fall: Revising Falling Damage for 5e, Snap up this epic adventure on the DMs Guild. You gain the following benefits: Does this seem balanced when compared to other feats? It's the only 1 handed reach weapon so it can be used with a shield, which others can't - useful for front line non-tank. Dont miss Faerns action-packed sporting extravaganza in the bowels of Mount Waterdeep where the booze and the blood flow in equal measure! I think there might be room for a feat that makes one-handed fighting a viable option. When you score a critical hit with a morningstar, you roll one additional weapon damage die when determining the damage. Design Notes: For ages Ive been debating how to get across (what I see as) the flails main advantage, the ability to strike over or around a shield. Roll vs AC (No Modifiers in off hand Dex Mod in strong hand), Roll of 1: Critical fail -Whip hits player for critical damage and is restrained (Dex Save to break) Something must be done to right this wrong, and Im just the person to do it. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier or Dexterity modifier (your choice). With Spear Master focused on single handed wielding Id have it apply to melee attacks with javalins as well. When a creature hits you with a melee attack which you can see, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially parrying the blow. Alternatively, you can use an action to expend 2 charges to cast the following: protection from poison, shillelagh (transforming the bow into a snake-headed 1 quarterstaff), thorn whip (causing one of the bow's snake heads to lash out). This wiki hosts DND 5e content that is setting-specific, play-test content, or unofficial 'homebrew' content. Ive been thinking that since most combats only last a couple of rounds, and typically parties are able to rest between combats, that two superiority dice makes this feat a bit too strong, and compromises The Battle Master a bit too much. I think this is balanced enough to at least give some playtesting to. When using a whip you can make it crack at will. Originally it was left out of the Polearm Master feat, and then it was included by virtue of an Errata update of the Players Handbook However there should clearly be the stipulation that the spear needs to be wielded two-handed in order to benefit from the bonus action attack of the feat unless were to imagine that spear wielders in D&D now twirl their weapons like theyre in a marching band. Perhaps a Nat 1 would make you hit yourself (think the first time Indiana Jones used the Whip). And thus, the Whip Master feat gave me my formula for virtually all of the Weapon Master Feats you can now find below. You must use the new roll, even if it is a 1 or a 2. Immediately after you take the Attack action and attack with a whip, you can use your bonus action to trip or pull your target. The whip extends your OA range which makes you a better defender. One of the best adventures I have ever run!, If you took American Gladiators, the Colosseum, and the Quidditch World Cup and then mashed them all together I imagine youd end up with something like Dragonbowl. If we think about what a weapon master can do in combat with their chosen tool, then we start to think about the tricks and stunts already covered by the Battle Master archetypes maneuvers. . The rest is similar to the Bludgeoning Master feat, and so I feel theres a nice balance between the feats which is important. Character Vault. The whip is a finesse (Dexterity-based) weapon, while grappling is normally a Strength (Athletics) based attack. And halving damage is something we should be used to with Dexterity saving throws etc.. What I like about it is that clerics often fight with blunt weapons and this pairs well with the war clerics Divine Strike ability, or even the paladins Divine Smite (my intention is that damage dice from divine powers would do full damage. Yes its simple, but its also excruciatingly dull. I built it this way, so you dont have to take DD at all, or at least you dont have to take it first. Originally I was worried about a dual-wielder usingReel as a way to gain 5ft. Ive also taken some creative liberties and given it a feature to aid the user in their search for creatures of the night. There are plenty of feats which support different weapon classes based on their properties. They can use this action to Dash, Attack (one weapon attack only), Hide, and Disengage. I am newbie to DUNGEONS AND DRAGONS, And learning as many stuff i can learn about this sensation. No need to talk about "shoving" a creature here. Ive combined the two into one feat, but not wanting to throw Defensive Duellist on the scrap heap, Ive brewed in an integration of DD that really gets this feat combo purring with more frequent ripostes. Shadow Whip. Rogues are not proficient with whips and would still have to choose to take this talent. Look out multiverse. Grapple 2. Thorn Whip 5E is a cantrip, so it can be cast at first level by a spellcaster that has access to Druid spells. On the subject of Divine Smite though, thats something thats in desperate need of a nerf IMHO). Each foot you swing costs one foot of movement. I'm going to make thisway harderthan itneeds to be. It's the only 1 handed reach weapon so it can be used with a shield, which others can't - useful for front line non-tank. You are using an out of date browser. Seriously, this thing is ridiculous. Naturally speaking, it must be a powerful item hence the +2 bonus to attack and damage. You either gain a +2 bonus to range attack rolls, or you learn two maneuvers of the Battle Master archetype from the following list, which you can perform with a javelin or spear: Distracting Strike, Feinting Attack, Lunging Attack, Pushing Attack, Riposte and Trip Attack*. Who wins a Grapple contest if the checks tie? In fact, its probably one of the cooler uses of a whip. First of all, it requires you to not be using your whip to restrain a creature. You want a build where weapon damage die just doesnt matter, and that doesnt require your target be within 5ft. You learn three maneuvers of the Battle Master archetype from the following list, which you can perform while wielding a longsword or greatsword: Disarming Attack, Distracting Strike, Feinting Attack, Lunging Attack, Menacing Attack, Parry, Precision Attack, Pushing Attack, Riposte, Sweeping Attack, Tripping Attack and Brace (UA)*. While you are wielding a glaive, halberd, pike, quarterstaff, or spear with both hands, other creatures provoke an opportunity attack from you when they enter your reach with that weapon as long as they dont weild polearms or have the same reach as you. Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. In the right hands, this could be a lethal and unexpected combination. You regain your expended superiority dice when you finish a short or long rest. Whip Master's special action is slightly less effective for the following reasons. Whip Grabbed opponents can still move around, so long as they don't get any farther from you. Honestly, I balanced the weapon around the fact that youll only get its slow effect 5% of the time and even then its not super powerful. Theres also another way to make the whip useful instead of just giving rogues another new toy to play with. All 3 of these points are basically the justification for any feat in 5e. On a successful check, the creature cannot move away from you. While I have a different philosophy, I totally understand people who prefer things official and simple, and so I went back to the drawing board. Anyhow I have actually playtested this rule a lot, as it was a property I gave to all bludgeoning weapons in my Dragon Heist campaign, and it worked really well. Have you playtested it? When you use the Attack action to attack with a one-handed weapon, and you are holding nothing in your other hand, you may use a bonus action to either make an additional melee weapon attack, or to make an attack with your free hand (either unarmed strike or grapple attack). At the end, you will get the option to select only some results to generate our own PDF or to print cards on Magic format. The Abyssal Whip is a powerful weapon and extremely accurate. In the Castlevania series,Vampire Killer, is an artifact of the Belmont Clan and has been passed down many generations to slay Dracula wherever and whenever he pops up. communities including Stack Overflow, the largest, most trusted online community for developers learn, share their knowledge, and build their careers. This would give melee rogues an extra 5 ft. to work within melee distance. The "+1" is just a joke with the fact that there are a lot of whip homebrew feat out there. in the Players Handbook, as an optional way of making your weapon choice mean something? There are so many examples in media of whips being used to restrain or trip an adversary. Let me know your thoughts in the comments are two superiority dice per rest any more powerful than Polearm Master feat? -Trip: Succeeds, target must Dex Save or be Prone & be bound until player releases or Dex Vs Dex contest succeeds )The)math . I had been considering a whip using bugbear who was a lion tamer in a circus and retooling a shield to loo like a wooden chair! Fencing Master: Is it too much like the Duelist subclass? Just making one attack with the weapon seems enough. It would be neat to play around with the disarming attack feature in the whip master feat too. If the saving throw fails by 5 or more, the target is also stunned until the end of your next turn. The problem? Just enter your email for FREE D&D content in your inbox (I will NEVER spam you or sell your details). Casting Time: 1 action. Resilient 5. Today. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. This site works best with JavaScript enabled. Its also a weapon that can still triggersneak attack which at the end of the day is all a rogue ever wants. Push/Pull/Bind is 2 rolls, mine and the targets, to prevent it from being OP. Using these links and purchasing something through them gives Dungeon Solvers a small kickback which is used to reinvest in the site and its content. *Plus Combination Attack, Crippling Attack, Disabling Strike and Showboating Attack from my homebrew maneuvers. Ghost Riders Chain is a magical whip that bends to the will ofGhost Rider. A succubus is a creature that can deal some damage, but use its demonic powers to infatuate a target to the point of incapacitation. I love the murder mystery set up here the roleplaying notes for all the NPCs are very well handled I LOVE the Flying Iron Owlbear and the Avowed and library generators are superb. You learn two maneuvers of the Battle Master archetype from the following list, which you can perform while wielding a bludgeoning weapon: Distracting Strike, Menacing Attack, Pushing Attack, Trip Attack, Brace (UA)*. I didn't think the specification was necessary. But people will defend these poorly designed spells to the hilt, simply because they ARE in the official rules. A class without access to other reach weapons now has one that they can rely upon. Minimising the environmental effects of my dyson brain, Replacing broken pins/legs on a DIP IC package. This is a simple, but flavorful weapon. I am thinking pally for smites or rogue for sneak attack. Now that I think about it, I would put in war pick with the Morningstar feat actually, offering a brutal critical effect, rather than a impactful miss that the warhammer gets via the Bludgeoning feat. Be a Bugbear for even more fun with reach (though doesn't apply to AoOs, sadly). The aura extends 5 feet from you in every direction, but not through total cover. You were a real god of the schoolyard if you had one of these babies back in Middle School. Once per turn, one of your attacks with a whip can deal an extra 1d4 damage to a target on a hit. Powered by WordPress & Theme by Anders Norn. ;). If so, it seems pretty solid. You gain one superiority dice, which is a d6. -Trip: Succeeds, target must Dex Save or be Prone and meets the demand of the majority of 5e players and DMs, without forcing anyone to rethink the game. Im considering ruling that the spear is a always a reach weapon (without requiring a feat) as this reflects real world usage both single and dual handed. Effectively its an additional 5% chance of doing an additional 3.5, 4.5 or 6.5 damage, depending on the axe in question. Swashbucklers, youre welcome! The Morningstar feat looks to me like good place for the war pick to me as well. However, it's actually a bit worse than a dagger since you can throw one 20/60 ft. Additionally, you gain proficiency with cook's utensils if you aren't already getting it from some other source. B . I would have thought the Swashbuckler pretty much covers duelling! You also dont have disadvantage on attack rolls in close quarters and passageways that are at least 5 feet on every side. -Damage: 1D4, Roll of 20 or above (Apply Damage to any action): That goes double for any new whips since Im sure I missed out on creating a few iconic ones. One of the finest adventures on the Guild!. Swashbuckler Thats the one I meant. Pretty straight-forward. Choose this feat, choose Find Familiar, and select the pet of your choice. Browse other questions tagged, Start here for a quick overview of the site, Detailed answers to any questions you might have, Discuss the workings and policies of this site. Sure its a one-handed reach weapon, but quite frankly the benefits of the whip dont outweigh the benefits of most of the other weapons you could pick from as a martial front-line character. I love all the weapons in the book, but honestly, I cant get enough of the weapons generator. When wielding a whip, you may use its reach instead of your own on ability checks to grab or catch objects. If a maneuver requires your target to make a saving throw to resist the maneuvers effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. You regain your expended superiority dice when you finish a short or long rest. It feels more fun. Sentinel gives the following as one of its three bonuses: When you hit a creature with an opportunity attack, the creatures speed becomes 0 for the rest of the turn. While hiding behind a shield of course. Stacking hexblade (cha to damage), thirsty blade (+cha with your hex weapon), oathbreaker paladin's aura of hatred (+cha to weapon), and dueling fighting style (+2 to damage) can make any weapon pretty fierce. The great thing about feats is only the people interested in them have to learn them, and the DM doesnt have to remember that the scimitar has the parry property for all their NPCs for example (as with my previous, properties-driven attempt to address this problem). I cannot recommend this HIGHLY enough. Id lump the war pick in with the warhammer historically most warhammers comnbined a flat bludgeoning face and a vicious spike. Sentinel Conclusions Top 10 Fighter Feats for 5E Before you start collecting feats, a Fighter should get to 20 Strength or Dexterity. This feats main problem is its busted on a rogue. You get a +1 bump to either your Constitution or Wisdom ability score. forcing a strength saving through on a successful attack to potentially disarm your opponent in the same way you trip or grapple. as theres nothing in RAW to stop players taking two short rests in a row (no doubt this is what led to those weird healing rules, I dont like much!). Beastmasters Daughter D&D 5e Module Review. Design Notes: When my PC fights with a scimitar or a rapier, I want to do three things parry, riposte and disarm! I havent yet, but its still on the to-do list! The first benefits are straightforward. The closest thing I could think of to these mechanics are theGrapple andShove actions. A bian, or hard whip, is a ribbed metal rod often used as a training sword. I rarely see them used which is a shame for a weapon with so much flavor. How about a feat that combines trident and net as the Retiarus seems to be the archtype for trident fighting. Some links to stores and online shopping websites include an affiliate code. They are a finesse weapon withreach. So I didnt quite get around to sickle, trident and war pick, nor blow gun, darts, net or sling, but between the martial feats in the Players Handbook and these, I think 95% of peoples weapon fantasies should be covered by now! Whip Mastery (Combat) Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies. How can we prove that the supernatural or paranormal doesn't exist? Prerequisite: 5th level As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. When you have advantage on a melee attack roll, and you hit, you can reroll 1s and 2s on your damage dice. On a successful melee spell attack, the tentacle deals 1d6 cold damage and, if the target of Large size or smaller, it gains the grappled condition until the beginning of your . Mending PHB: Too situational. It can be telepathically ordered to do pretty much anything such as lasso a creature. Feats 5e This online application will allow you to list and filter all the DnD 5e Feats with severals options. The main problem with whips (beyond the low damage die) is that they don't get to benefit from the Polearm Master feat like other reach weapons, which then chains into the Sentinel feat combo. This is because you can only draw/stow so many daggers per turn, whereas the whip you can keep using without having to worry about drawing/stowing a new weapon. The failure of my new weapon properties to excite the D&D masses left with me a problem, as I still want my weapon choice to mean something it drives me a little crazy that wielding a mace in Dungeons & Dragons is almost identical to wielding a quarterstaff, shortsword, scimitar or spear. When a Stalker Vigilante reaches level 2, he or she can select Whip of Vengeance as his or her Vigilante talent, and Whip Mastery is a bonus feat that can be obtained without meeting any of its prerequisites. Regarding the Defensive Duellist, the idea is that whichever you take first gives you the parry skill, and then whichever you take second enables the parry + riposte. Hi guys, Ive recently crafted 9 new weapon feats for 5e D&D, to fill in the gaps left by Crossbow Expert, Defensive Duellist, Great Weapon Master, Polearm Master and Sharp Shooter. UPDATE. Every weapon is classified as either melee or ranged. You gain proficiency in the whip. You favour balance, manoeuvrability and improvisation in combat. Note that spells with range of Self and Touch are unaffected by the feat. My code is GPL licensed, can I issue a license to have my code be distributed in a specific MIT licensed project? I did finally add the same restriction to recovering expended dice, as the Sword Master feat, for the same reasons given previously. One of the biggest issues is that a rogue would be great with a whip but they cant use one since they lack proficiency with whips. Ghost Rider can even magically extend the length of the chain. Spear Master: Im not sure this is necessary as Polearm Master has been erratad to include the spear. I'm already working on a new version very similar to the one you suggested! 5th Edition D&D design tries to avoid class features and feats that support specific weapons. Oh I just had a great idea. Allegedly there is no measurement of its maximum length, but I figured a 30 ft. range was more than fair for D&D 5e, mechanically speaking. There are 29 spells in D&D 5e that involve making attacks and have their ranges doubled by the Spell Sniper Feat. Plenty of other famous characters use whips and look slick as hell doing so. Now Ive always got a lot of time for what the Mearls has to say but overall Im not a huge fan of what he came up with on this occasion. -Trip: Succeeds, target must Dex Save or be Prone Do roots of these polynomials approach the negative of the Euler-Mascheroni constant? Press J to jump to the feed. Instead, we could create a proper niche for the weapon so that martial classes, in general, might consider it. Kensei monks can also use them effectively, though there's not much of a reason for them to prefer whips over other weapons at low levels. 3 lvls rogue, 3 ranger, 6 barbarian. *Plus Blinding Strike, Combination Attack, Crippling Attack, Defensive Stance, Disabling Strike, Preemptive Strike (Handaxe only), Showboating Attack and Whirlwind Defense (Battleaxe and Greataxe only) if you want to include my homebrew manoeuvres in your game. Dont be giving me none of your house rules. Divine Strike using a whip would be fun. Wizards can also caste Haste on their teammates. Who will be brave enough to disarm this labyrinth, unravel the Orders secrets, and confront the potentially deranged archmage? Yet, so many rogues already use bows or crossbows which gives them even more distance between the enemy compared to a whip. If theyre willing to use a whip instead of any of the other great one-handed weapons theyre not heavily invested in dealing a lot of damage. The hexblade may also be good. Would you use them in your game? It's completely fine and opens up a nich. Id additionally rule that the spear is a reach weapon. I dont like the maneuver dice mechanic, but thats my personal preference not an inherent problem with the idea. Whip Mastery Prerequisite: proficiency with whips You have mastered the use of whips as deadly weapons through hours of practice. -Disarm: Succeeds, item drops at Targets feet ), without ever outperforming the Polearm Master feat, which is probably the most powerful combat feat out there and the top level of what a feat should do. Can you please clarify? Connect and share knowledge within a single location that is structured and easy to search. Charger 8. If you enjoyed what you read be sure to check out my ongoing review for all of the official D&D 5e books! Whip Whip Type: Martial Melee Weapon Cost: 2 gp Weight: 3 lbs Proficiency with a whip allows you to add your proficiency bonus to the attack roll for any attack you make with it. Alert 2. https://www.hipstersanddragons.com/polearm-master-feat-5e-dnd/. You gain a +1 bonus to attack rolls made with whips. Every class has access to a Feat called Magic Initiate. Now, criticals as written are not that powerful, but many D&D playing tables have house rules that boost them considerably. Not super important because you can have the attack cantrips from Warlock, but not something to ignore. This way you essentially get a +2 weapon with a small, flavorful perk. Want a Rogue with a pirate theme that has a bird on the shoulder? Stacking hexblade (cha to damage), thirsty blade (+cha with your hex weapon), oathbreaker paladin's aura of hatred (+cha to weapon), and dueling fighting style (+2 to damage)can make any weapon pretty fierce +17 flat damage is nothing to sneeze at, especially if you start eldritch or divine smiting on top of that. Rogues and Monks both can use bows. My solution then was to create a new Whip Master feat, by fusing a constant benefit of using a whip, with a more focused version of Martial Adept, with just access to maneuvers that make sense for this particular weapon. LikeGhost Riders Chain, theSuccubis Toy is a whip that is able to cast spells using some stored charges. Whips in their current state are an issue even outside of roleplaying everyones favorite vampire-slaying family. With that being said, lets make a feat to give a whip wieldersome tools to provide this type of crowd control using a whip. -Disarm: Succeeds, item drops at Players feet Will One D&D Patch Up The 5e Armour Table? Not bad. But they're good for DEX Paladins since they're melee weapons (so you can still smite with them, without being right next to someone), or for Rangers for stacking Hunter's Mark and subclass damage dice (maybe with the Dual Wielder feat). Honestly, I'd just say to make the extra d4 a standard whip feature, and make it 2d4+2 with the feat. Keep Your Powder Dry: Firearms for 5E Fantasy CampaignsNearly 40 firearms with customization options for 5E games, plus magic items, feats for gunslingers, and the alchemist character class! It holds a maximum of 3 charges of the paladinsDivine Sense ability. Over the last few years Ive written new adventures, lore and rules for 5e Dungeons & Dragons, either as a blogger or for the DMs Guild, and its noticeable that messing around with the games existing mechanics is by far the least popular thing you can do as a D&D creator. Tags: Damage Control Combat Basic Rules -Disarm: Succeeds, item equal distant between player and target Welcome to my blog and do subscribe to stay in touch! Pathfinder Second Edition Core Rulebook. Your feat suggestion is the closest I have come to making that idea viable I think. You gain two superiority dice, which are d6s. I was just suggesting other options to work with it. Prerequisites: Wisdom 13 or Higher. I've revised the feat to allow the grab as a bonus action on a successful attack (though left the question the same so answers remain valid), We've added a "Necessary cookies only" option to the cookie consent popup. I don't love the acrobatics check to shove or pull. If this were a feat for say, a greatsword, it might be a bit overtuned. Duration: Instantaneous. Of course if you play max. You are at your best keeping your opponents at bay. The text of the feat would read as follows: Whip Master You have trained extensively with the whip, allowing you to use it both within and outside of combat. Check with your DM to see if what you find here is a good fit for your table if you are going to be using . That was the intention. Mage Hand PHB: Take the Telekinetic feat instead. Otherwise, it's competing against Slasher and imo falls a little short. - ranged "grapple" and then attack? Illusion cantrip. Prerequisite: Weapon Focus (whip), base attack bonus +2.. Between bashing out new Battle Master maneuvers and fine tuning all of the above feats, not to mention playing in two campaigns and DMing a third, Ive been spending a crazy about of time thinking about, playing and creating stuff around Dungeons & Dragons recently.