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D&D Next - 5e Discussion

A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next.

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34 Topics 104 Posts View Original
  • Ruined Star Fort

    dndnext
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    Welcome to the Star Fort! This historically-inspired fort was designed to be held by a small number of soldiers against a much larger army. Small ruined buildings inside the fort include a stable, smithy, dining area, and bedrooms. This map pack features 8 unique variants including Night, Ruined, Siege, Winter, Rain, and Moat. Foundry VTT modules with pre-built walls and lighting are available to Gamemaster patrons. Download the original map for free here.
  • 3 Votes
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    H
    Follow the artist for easy access to these and future playlist;, this artist too: The Tyranny of Dragons Icespire Peak Avernus the Dark The Rise of Tiamat Icewind Dale Waterdeep Cults
  • 1 Votes
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    Aielman15A
    I wore an eye patch and checked the player-facing content. The feats are for the most part very niche and unremarkable. There was, like, one pair of Origin and General Feats that was actually good, and one pair that was just slightly subpar but still looked fun and that I could see myself using. The rest is pure trash designed as a content filler to make it seem like the book has more content than it actually does. As for the subclasses, they are fine. Winter Ranger is solid, but doesn’t offer much variety over the standard Ranger kit - you are still expected to cast Hunter’s Mark and hit the target with your weapons, except that your attacks can now be flavoured as being very cold to touch. Banneret is a solid improvement over the original iteration, but the pesky “once per short rest” limitation on its first feature really hampers what would otherwise be a fun class to play. Bladesinger still is for the most part a standard wizard, but unfathomably tanky. There is no point in entering melee with this class, you just pop Bladesong and enjoy having an AC higher than the Paladin in heavy armor and Concentration saves so high you will never lose concentration on anything ever again. Spellfire sorcerer seems fun, curiously lacks many fire-themed abilities you would expect from a class with this name. Perhaps even more curiously, its 3rd level feature allows you to deal either Fire or Radiant damage, but Spellfire Adept, the feature designed to work in tandem with it, only works with Radiant damage. That’s consistent with the general lack of polish the vast majority of 5e24 content has had since its conception. Scion Rogue is like the Assassin, but slightly more sinister. It’s solid, it’s just that I don’t feel it does enough to distinguish itself. Which is, again, a problem 5e24 has and that will only get worse as there’s just not enough room to concoct different playstyles and interesting abilities. Everything’s just a variation of “you get short range teleport”, “you get extra skill proficiencies” (or expertise of they feel spicy), “you get to deal a different damage type”, “you deal an extra dX damage”, “you have advantage on some specific roll”.
  • Monster Manifest - Bandits 2.0

    dndnext
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    Hey!!! We updated the bandits from our series D&D Monster Manifest. We also reworked the Monster Manifest and released the 2.0 version. We changed the concept a lot based on feedback and things we did not liked from the first draft. You can check out the monster design post but it is quite long. On our patreon page you will find the full pdf containing bandit 14 stat blocks. 7 low level ones and 7 higher level versions. Also you will find all tokens and a json file containing. Completely for free. If you are not interested long explanation of the Monster Manifest here is a quick explanation: We seperated all D&D stat blocks into two fight categories, representing one type of fight you can run at your table: Theater Fight and Grid Fight. Theater Fight are designed for fast-paced, theater-of-the-mind play. Ideal for hyper-escalating showdowns like a lone bandit boss against a party. Or a simple fight quick fight against some goons. Generics are versatile monsters that can be used for an easy and quick stat block to quickly run a monster. Most official monster are generic monster. Boss are monsters that should be fought by four characters in an epic action fight. They have numbered actions to make them easy to run while keeping the focus on dynamic, cinematic action. Grid Fight are perfect if you’re running a fight on a grid with miniatures. Monsters have distinct roles, multiple abilities, and varied actions, giving players and DMs plenty of tactical decisions to make each round. Simple monsters are monsters with one action. They are easy to run and have one special action per group, this means one of all the monster with same name in this combat can make one additional special action either per turn or combat. They often function as Minions to Complex monsters. Complex monsters have multiple actions between which a dungeon master needs to decide. They are therefore more complex and bring in tactical decisions the dungeon master needs to make. They often function as elite enemies. Additionally, all our monsters have a defined Role. This role reflects their actions and traits in combat. Artillery. Enemies who stay in the back line and use powerful ranged attacks to inflict heavy damage on their foes. Brute. Front line melee combatants with great physical strength. Think of ogres, giants, or muscular thugs. They often priorities raw power over tactics or armour. Cavalry. Not only mounted warriors but also fast and highly mobile creatures. They often possess a powerful charge attack and high mobility. Controller. Enemies that disable, debuff, restrict movement, or even stun their opponents. Controllers are often powerful spellcasters. Lurker. Combatants that avoid direct confrontation and excel at dealing heavy single-target damage in specific situations and are also able to avoid attacks. Polearm. Front line melee fighters who wield polearm weapons. Their role lies somewhere between that of a Soldier and a Supporter Skirmisher. Light infantry or agile creatures that move around the enemy front line, using hit-and-run tactics. They can attack from range or fight in melee, making them excellent all-rounders. Soldier. Discipline and unity bring success in battle. Soldiers are well equipped, trained to fight in formation and have a high armor class. Supporter. A back line combatant who heals or empowers allies. Typical examples include a priest restoring the wounded or a war chanter inspiring their comrades to fight harder. Short and clear I hope. Check it out here if you are interested. That’s it! Time to unleash some monsters that are actually fun to run!
  • The Castle Mimic

    dndnext
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    A castle serves as a place of refuge, a silent guardian that protects those within. Unfortunately, this castle is neither silent nor safe. It is secretly a beast that lures wanderers closer towards it. The travelers find that the castle is open and there is no one in sight. As they cross the bridge and make it inside, the gates slam shut and the creature transforms into its grotesque form. Behold, the Castle Mimic! Welcome to yet another map in my Mimic series. So far, I’ve made a Mimic Ship, Mimic Mansion, and Mimic Cathedral. This fifth map, the Castle Mimic, is another nightmare that will give your players trust issues. This map pack features Transformed, Summer, Winter, Fog, Haunted, and Night variants. Foundry VTT modules with pre-built walls and lighting are available to Gamemaster patrons. Download the map for free here: https://www.patreon.com/posts/140941597
  • 0 Votes
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    KichaeK
    I work in gaming, and I can say with some confidence that, at least at the big publishers, it doesn’t actually work this way. The C-suite, in particular, isn’t talking to developers at all, and aren’t making decisions about products beyond which IPs that they have in their catalogue that they want to put a bunch of money into. Where the problem is is in the marketing and editorial departments. Most of the big publishers have a department whose job it is is to assess whether unannounced games in development have a viable market, and how to better appeal to that market. The problem is, the people in those deparments don’t use anything but what’s trending right now to determine this, and so you get studios being told that their current game a) should be shoehorned into franchise X or Y, and b) should adopt this mechanic, tone, or aesthetic that doesn’t really fit with the core idea, amd that will be dated by the time the game launches in 2 years. These are deeply conservative, risk-averse departments, and they gatekeep all of the major development and launch milestones.
  • Good riddance.

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    Good riddance. It was a transparent attempt to bring mobile app style monitization into D&D.
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    Is this videogame-esque, 3d battle map tool that they unveiled back around the time of the OGL controversy? I remember being vaguely curious about it after having spent some time playing around with 3d battle mapping using Dungeon Alchemist, but I had already cancelled my DND beyond sub over the OGL stuff, and I wasn’t about to sign back up. I mean, to take them at their word (which is a dubious proposition with Hasbro/WOTC, I know), I can understand how such a project would be a large undertaking. Furthermore I can see how the ROI may not make sense, as the standard should be unique assets and close integration of every addition a given module makes. Like, if I buy the Tyranny of Dragons (or whichever) module via DnD Beyond, I would expect to be able to open the VTT, click “Load Module”, and have practically all of the prep work for a session done for me. Hell, I STILL think that would be valuable to me, a lazy DM, but I can acknowledge I’m a subset of a subset, and I’m still not willing to fork over more money to WOTC, so I guess I’ll keep doing the session prep myself, as is tradition.
  • sig·il'n/ˈsijəl/

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    sig·il /ˈsijəl/
  • 8 Votes
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    Aielman15A
    When we introduced Sigil, we imagined a powerful 3D virtual tabletop where you could share maps, minis, and environments with your friends and fellow players. While that vision inspired thousands of players and creators, we couldn’t sustain the level of ongoing development support that Sigil—or our community—deserved. That’s on us. Maybe next time don’t rush a product out of the door and then fire two thirds of the dev team?
  • 2 Votes
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    It’s official: the crowdfunding campaign for Sol Tyrannus is started! Sol Tyrannus is both a tabletop role-playing game of dark fantasy setting, with its own proprietary narrative system—the Crisis System—and also compatible with Dungeons & Dragons 5e. It draws inspiration from the classic cycles of Conan the Barbarian and Stormbringer but alsothe genre of “peplum” movies about the Classical Age, offering a blend of sword & sorcery and cosmic horror. The digital core book is divided into three separate documents (Lore, Ruleset: Crisis System, and Ruleset: D&D5e-compatible) and you can purchase only the narrative system bundle (Lore + Ruleset: Crisis System), only the D&D5e bundle (Lore + Ruleset: D&D5e-compatible) or the bundle with both systems (Lore + Ruleset: Crisis System + Ruleset: D&D5e-compatible). The printed book will contain all three texts, not separated. Players assume the roles of legendary heroes—called Actors—summoned by mystical fateweavers known as Singers, to hold back the slow descent of a world corrupted by the sinister influence of the Purple Sun, a cosmic horror whose very light twists both body and mind. In the world of Akhtun, nowhere is safe: city-states are ruled by mad sorcerer-gods, villages are plagued by monstrous Spawn and ruthless raiders, and wilderness harbors terrors yet to be named, ready to share their Corruption with unsuspecting prey. Cults fester in the shadows, whispering promises of power to the desperate, hastening the world’s doom. Find more in the campaign page! https://gamefound.com/en/projects/a-game-of-nerds/sol-tyrannus
  • 6 Votes
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    A
    thinking back to ad&d and not being able to cast fireball because SOMEONE didn’t buy bat shit from the bat shit monger at the market
  • 4 Votes
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    Doubling HP is not an easy fix; it’s a lazy cheat. That’s my point. If you’re truly disappointed as a GM at how weak your strong guards were, say that to your players. “Wow, I messed that one up. Can you all please give me five minutes while I reevaluate the next encounter?”
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    J
    Hm you’re right I do remember some of that. I remember a lot of people calling for the “gritty realism” variant, which I feel like is just making the problem worse. If I recall that one changes long rests into a week (in a safe place) and short rest into a day. I don’t think I ever saw anyone advocate for the heroic variant, that changes short rests to like a minute and long rests to an hour. That’s more like how players actually want to play, I think. Neither of those actually change the core problem. Personally I’d get rid of the whole per rest idea. Like, make wizard spells sequences- each round you channel more varied and powerful options open up. Sorcerer spells are risky, and if you flub the check you get a misfire. Warlocks spend stats to cast, and recover with a patron appropriate ritual. Just off the top of my head. There are so many more options than “check off the spell slot and the spell works”.
  • I don't have any studies to back it up so I might be wrong.

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    I don’t have any studies to back it up so I might be wrong. I wonder if anyone’s done any rigorous investigation into this. An old DND group never agreed with me when I’d bring up the topic, but they might have been more “it is what it is stop rocking the boat” than an active support for the concept. I’m pretty sure if you went into a DND space and suggested rebalancing the game so it’s not resting on (pun intended) powers per day, you’d get a lof of push back. Maybe I’ll go post a poll somewhere later. I’ve also met a few players who have somehow never considered any other way things could be. I had a friend in college I tried to get to play a world of darkness game. Powers in those games are either unlimited use, or bound by a renewable resource like blood. He was like “this sounds totally broken yo”.
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    The primary problem is that dnd 5e was made to be a dungeon crawler, and most people play it like a narrative driven rules light game.
  • 6 Votes
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    C
    Pathfinder 2e does all of this far better, sadly it lacks the pop culture awareness of D&D.
  • Unearthed arcana updated psion 2025

    dndnext
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    Aielman15A
    Almost everyone agreed that making the Psion a fullcaster made it a lot more boring than it should be, by playing almost exactly like any other fullcaster in the game. It’s a shame that they decided to stick with this decision.
  • Monster Manifest - Bandits

    dndnext
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    Hey today we bring you the first monster from our series D&D Monster Manifest, the Bandits. The small zine includes 10 bandit stat blocks you can use in your game. All Monster are compatible with the D&D 2014 rule set and can just be put into your game. We are working on more monsters, if you want to keep up follow us on patreon! On the free patreon post you will also find a higher version of all the bandits present in the post. Additionally tokens and a json file including all their stats. If you don’t know the Monster Manifest you will probably a bit confused but that is quickly resolved. You can either read the original post (which is quite long and goes very in depth) or check this quick explanation out. In short we divide all D&D stat blocks into three categories, representing one type of fight you can run at your table: Action Stat Blocks, Tactical Stat Blocks, and Hybrid Stat Blocks. Tactical Stat Blocks are perfect if you’re running a fight on a grid with miniatures. Monsters have distinct roles, multiple abilities, and varied actions, giving players and DMs plenty of tactical decisions to make each round. Hybrid Stat Blocks work best when you want cinematic encounters with or without a grid, such as a spellcasting boss with minions or a battle that blends combat with diplomacy. They’re versatile, closer to the official style of stat blocks (natural stat blocks), and flexible enough for mixed encounter types. Action Stat Blocks are designed for fast-paced, theater-of-the-mind play. Ideal for hyper-escalating showdowns (like a lone bandit boss against a party of four), their numbered actions make them easy to run while keeping the focus on dynamic, cinematic action. If you have any questions go to r/DnDMonsterManifest and make a post there. You can also join our discord server to pitch us ideas or just talk with us. Thats that, go to the original post if you are interested in a pdf, some tokens or a 5etools compatible json that includes all of the above. *Internal Rock studio boulders away*
  • Unearthed Arcana - Arcane Classes update

    dndnext
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    Aielman15A
    This post did not contain any content.