So… druids. I’ve talked about them before, and something about that has stuck with me ever since. More specifically, it’s about the Circle of the Land.
This time, though, I have a solution.
Join me as we once again delve the deep forests…
So… druids. I’ve talked about them before, and something about that has stuck with me ever since. More specifically, it’s about the Circle of the Land.
This time, though, I have a solution.
Join me as we once again delve the deep forests…
Since I started my series of articles on the various classes , I’ve wanted to go back and redo some to get a bit more mechanical. However I think the posts serve a purpose as they are now simply because they don’t get too mechanical.
Which is why I’m starting a new series that can get too mechanical!
Who needs weapons? Shut up Kensai, no one was talking to you.
Anyway… who needs weapons? Or armor, for that matter? When it comes to combat, all that really matters is skill, focus, and discipline – all particular specialties of the Monk!
So grab all that crap from the fighter article and throw it away!
Hoo boy, here it is. The day I’ve been dreading since I started this series – and the day that comes as a result of way too much time compared to the others in the series. Today, it’s time to talk about the Fighter.
Grab your swords, axes, maces, longbows, shortbows, crossbows, lances, pikes, halberds, glaives, whips…
Many times, we tend to focus on the players and their characters. But they’re only half of the equation, and every hero needs a good antagonist. Whether or not a goblin really counts as an antagonist and not just a semi-sentient EXP sack is still unclear, but the point stands.
So today, lets talk monsters. Get out your Monster Manuals and Volo’s Guides to Monsters and (for you time-travelers out there) your Modenkainen’s Tomes of Foes for good measure. Can I maybe have one of those, by the way? I won’t spoil it, promise.
Now look under the bed, and get ready to give in to the nightmares…
Now with extra special Wild Shapes!
Anyway, just ignore that opener. Instead, let’s talk about the birds, the bees, the dire wolves, the elementals, and the masters of them all… the Druids!
Come on down to Stonehenge and get ready to learn!
As tempted as I was to skip right to Druid and then claim it as a “clerical error,” I think I’ll spare you all the pain of that today. Instead, let’s get right down to business…
By the way, acceptable listening for today’s article includes ‘Losing My Religion’ (which you shouldn’t do) by R.E.M., ‘Don’t Stop Believing’ (which you should do) by Journey, ‘Playing God’ (maybe do occasionally?) by Paramore, and ‘Do It Again’ (which is just a good song) by Steely Dan.
Read on for all about the Cleric!
After last week’s post on barbarians, the time has now come for the second class in the Player’s Handbook – the Rogue, But With a Guitar.
(All bards, please take 4d4 psychic damage from Vicious Mockery; you have disadvantage on your inevitable next attack against me.)
In any case, it’s time to talk bards!
Feel free to read on below / for more knowledge you must know!
Funnily enough, when making a Dungeons and Dragons race, speed is the worst thing you can try for. Races aren’t finicky, and they aren’t difficult – they do, however, require a lot of thought and a lot of consideration.
On the upside, there’s probably more bad puns to be made in this article than in any of my previous ones, so lets go!
On your marks, get set…
To compliment my series of how-to articles on various aspects of homebrew, I decided to do a sister series covering each of the game’s classes and how they do what they do. To that end, I flipped back in the PHB from Rogue (where else) and got ready to do a post on the first class, alphabetically – bards.
Then I remembered that barbarians are a thing*, and here we are!
*That was a joke. Barbarian fans, please don’t cleave me with your giant axes.
Click below, it’s all the rage right now!