[5e] The Blade of the Dungeonmaster


This seemingly ornate longsword, with etchings of heroic figures on the hilt, is perfectly balanced and easier to swing than expected.

You gain a +2 bonus to Attack and Damage Rolls made with this Magical Weapon. You are automatically proficient with it.

The blade has three glowing stones embedded into the hilt. While a stone glows, as an action, you may cast any of the following spells:

  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Mordenkainen’s Magnificent Mansion
  • Mordenkainen’s Sword

Upon casting a spell, one of the three stones becomes dim. When all three are dim, the blade no longer grants its bonus to Attack and Damage to you.

The stones regain their radiance when the blade is gifted to a new wielder, as the true value of DMing is what is granted to the next generation.Read More »


What to Know About Mimics

1. Mimics have a language

Yes, mimics can speak a language! It is said that mimics were initially by the creation of wizards that wanted to protect their belongings. Mimic language was close to a broken version of whatever their creator spoke. As mimics populated via their own means, whatever language they spoke also spread.

2. Mimics are avoidant

You’ll almost never see two mimics hanging out together. Mimics like being alone in dark places with little company for long periods of time. The less populated an area is, the more likely you’ll find a mimic. Those that communicate and befriend a mimic will often find that the mimic often has an evasive nature, as they tend to be shy and hide secrets and get flustered when exposed.

3. Mimics have a belief

Mimics, at least according to Pathfinder, ultimately believe that they’ll evolve into humanoids through a process called Apotheosis. Some believe they turn into shapeshifters, some doppelgangers, some into an exact race like a human, elf, or orc. The smarter mimics attempt this transformation, only for most to realize that they are as divorced from humanity as possible, turning into a mess of misshapen and horrific limbs. These failed-apotheosis mimics that fail are broken at this realization and go mad and hungry. Very rarely, however, one might succeed, becoming a mimic capable of turning into both humanoid and object forms.

4. Mimics don’t need to eat

Mimics were created by wizards, not requiring to eat at all in order to grow. In dark areas, mimics are often in a hibernation-like state until jostled, wherein they attempt to eat the creature (often rodents, insects, or wayward adventurers) in order to sustain its energy and mass. For the most part, they feed somewhat like fungi or algae, absorbing particles in the air.

5. Mimics reproduce

Very rarely, a mimic will end up consuming too much and making itself sick(see: wayward adventurers). Mimics are often designed to keep certain dimensions, so they sometimes get slowly larger over time. For those that grow too much, they asexually reproduce, producing two copies at half its size, and go on about their way.

6. Mimics are sometimes friendly

It is said that mimics created by wizards came in two varieties: common mimics, who are friendly but still protective of their treasures; and killer, who seek out and hunt creatures. A common mimic is easy to negotiate with, and will often take sources of sustenance (ie, food) and exchange it for treasures.

7. Mimics can control their density and volume

Less intelligent/younger mimics go for simple shapes like boxes and crates in similar size to themselves. However, mimics can potentially learn to alter their forms, stretching their mass over longer areas more thinly, or become smaller and heavily dense. Particularly powerful and intelligent mimics, especially those that undergo apotheosis successfully, tend to have a tell in that they are incredibly heavy. If you have extreme difficulty picking up an average sized perfectly normal human, it’s possibly a mimic.

8. Mimics are edible

Mimics, due to their nature as amorphous creatures that grow underground, end up tasting like wood-smoked snails or mushrooms when cooked. This depends on their diet. However, their adhesive must first be removed with alcohol, else the meat end up sticky and inedible.

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[5e] Race: Stahlwolves

GM Binder: https://www.gmbinder.com/share/-LgybF9r38CT6D8XNljx


Bound by blades in blood, stahlwolves are said to be blessed by The Great Hunter, a being of power that blesses these creatures with both great intelligence, as well as a natural affinity towards weaponry. In time, through happenstance or otherwise, every stahlwolf eventually claims a weapon as their own.


As a stahlwolf, you have an assortment of abilities trained and borne into you.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Stahlwolves reach adulthood within 2 years, and live well into their 40s.

Alignment. Stahlwolves are unbound by nature, but tempered by discipline that separates them from their wild relatives. They have no concept of good/evil, and are split between Lawful Neutral and Chaotic Neutral.

Size. Stahlwolves typically range from 2.9 to 4.1 feet in height, with lean builds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Thanks to your primal senses, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bladebound. Stahlwolves possess a natural affinity with bladed weapons. You have proficiency with the dagger, shortsword, longsword, and scimitar. You cannot wield other weaponry or shields, but you can wield staffs and wands.

Wolven Senses. You have proficiency in the Perception skill. You gain advantage on Perception checks that are based on smell.

Languages. You can speak and read, but cannot write, one language of your choice. As a stahlwolf, you’ve learned at least one language to enable communication with humanoids. You can, however, communicate with Wolves and similar canine beasts in a combination of growls and barks.

[5e] Feat: Sheepfriend


Prerequisite: Find Familiar or Ranger’s Companion

You may replace your familiar or companion with a sheep. They offer the following benefits:

  • You gain proficiency in Animal Handling.
  • Your sheep gains resistance to bludgeoning damage.
  • Your sheep has extra hp equal to twice your hit dice.
  • You may cast the spell Sleep as a 2nd level spell. Once you cast it, you must finish a long rest before you can cast it again using this feat.

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Because who doesn’t love Wooloo.

On the Nose – Breaking Down Matt Mercer’s GMing

I recently watched “Stephen Colbert’s D&D Adventure with Matthew Mercer” and was quite astounded with the sheer mastery Matthew Mercer has over the game. I wanted to do an analysis of all of the things he did wonderfully.

If you haven’t seen the video you can here: https://www.youtube.com/watch?v=3658C2y4LlA 

I’ll preface this all by saying that I’ve never actually watched an episode of Critical Role. I find 4-hour streams/videos simply too much to spend every week following it. Especially with such a visual medium that I can’t just listen to in the background.

However, I did find the 1-hour adventure to be just the right length to absorb. Typically when I watch or listen to folks run games there’s a counter in the back of my head on how to improve every moment; however with Matt Mercer I was enraptured with his ability to run a game. So here is a timestamped analysis of techniques and points that I think he did really well.

2:58 – Onboarding. By running the new player through how to read the sheet, it reduces the amount of time the player will be referencing it. He also gives an example of a basic roll.

5:54 – Added companion. Rather than choosing to involve a GM-PC there is a minor companion that was added here. Companions & Familiars allow you to assist the player in a way that doesn’t take away the spotlight and can act as a secondary target to take the heat off the player.

8:19 – Goes through examples of the spells. The important part here is that he DOESN’T explain casting spells at higher levels. There’s already a lot of information the player is absorbing. By holding this piece of information, he can reveal it at a good time and not distract the player.

10:32 – “We begin-” Matthew Mercer here shows a mastery of applying the ‘magic circle’ theory. He clearly uses a line that indicates ‘we’re starting now.’ It seems less important here with a single person but in a group, announcing you’re about to start is a critical technique because, given the opportunity, your players will chatter well into the official game time.

10:38 – By describing elements such as the ‘Summer months’ or that the area is temperate, coastal, and known for wine, further help draw the player into the world using all their senses.

12:02 – By giving the player purpose and goals and motivation, as well as already placing them in the forest, the player is already given the tools to move forward. It’s an arrow point in the right direction. I feel a lot of GMs in this moment would actually just start in the town and go ‘what do you do,’ leading to requiring an NPC interaction to then give them the purpose they need.

13:55 – ‘Fortune roll.’ I’m not particularly certain if a sheet or any statistical note was given for Eric, but by doing a simple d20 without modifiers, you also suggest to the player not to overly rely on the companion.

14:11 – Can I just say I love Matthew Mercer’s hand movements? The bee ok, the snaking hands, the canopy cover. It’s wonderful.

14:22 – More details like ‘the scent of fermenting fruit’ the ‘shaded canopy.’

15:00 – Snarling noises. Top tier.

15:09 – Hand movements plus the increase in noise. It REALLY sells the startle and you can see how invested Steven is when he jumps back.

17:08 – The happy ‘okay!’ and nod gives the player such a good feeling. Partly in that, you know a spell is a limited resource. So you should be cheering and positive in confirming the trade-off here.

19:06 – The lowered quiet voice draws the player in to listen carefully JUST like their character. It’s great for subterfuge, quiet elements. You can see Steven leaning forward to listen better, then leaning backwards afterward as if he was the character himself doing the action.

21:35 – I’m uncertain when it happened but you can faintly hear that the music definitely changed with the scenery.

22:07 – “You can certainly try,” is one of my favorite GM lines. It’s not as dangerous as say, the ‘are you sure?’ but it’s always best to encourage players to try all the options they have. Try not to punish someone for trying something clever.

22:53 – I believe this is where Matt Mercer is improvising. I doubt that he planned for the imps to be able to be knocked down, but he’s obviously rolling with the ingenuity of the player. With a solid roll, he showed there are directly positive results for trying new things. It would be easy for any GM to just say ‘it has no effect. it’s a tiny rock,’ but I love the follow-through here.

25:29 – ‘Almost throwing you off the bridge’ adds a lot of tension at this moment. I doubt there was ever any intention to actually throw him off, but the movement and physicality just add to the tension really well here.

28:31 – The body language is glorious. Not only does he describe the locale extensively using hand poses and shapes, but instead of just going ‘what do you do?’ he just leans forward and folds his hands over. He doesn’t NEED to say anything.

28:49 – Nothing, in particular, to note here, but Matt DOES know Capo’s sheet by heart. He knows Capo doesn’t have medicine. It’s fair to assume he knows his AC and HP at any given point. So anytime he’s asking his AC it’s probably facetious.

31:10 – I love the burst of 7 attacks then immediately coming to rest. This easily could have been either an encounter OR a trap and the ambiguity is lovely.

32:00 – Dark skin representation. Less of a GM skill and just something I really appreciate.

34:02 – For strong, critically character driven moments like this it is SUCH a good feeling to say the character’s name. Especially so if the player is as immersed as Steven is. Look at that happy face.

34:38 – Fun characters are always good to cut through seriousness. It’s like adding salt to ice cream. The difference of flavors enhances the other.

34:48 – Index cards for magical items are a MUST. It’s quick and easy to reference, and a lot easier than a player asking what it does and copying it down. Great for in-game speed.

37:16 – “Everyone can have [x] just [y] are really good at it.” Great way to explain proficiency, and to encourage people to try skills anyways.

37:59 – “Would you like to will it to?” is a really good way to enable creative use of magical items. This is especially true when the ability is at least within the ‘theme’ of the item. The exalting blade is evidently sun/bright themed, so it’s very fitting.

39:51 – There’s very little character/npc interaction in short games, so I liked the talking with the villain here.

41:14 – The persuasion check here was evidently a failure, but from what I see, Mercer is using a ‘sliding failure’ here. Rather than outright refusal, he uses this to extend the conversation, allowing the narrative or further rolls to dictate the scene.

44:28 – Pushing a fight using allied NPCs is typically something I enjoy, but it’s important here due to the limited time. It’s especially great that it’s in character.

45:30 – Matt Mercer 100% knows what HP Capo is at. I don’t know if the damage did <28 and he rose it up, or 30+ and he lowered it, but I feel the damage was definitely fudged to make this moment more dramatic.

46:02 – This is where Matt tells Steven about higher level casting. My 8:19 comment mostly covers what I have to say about this. Great timing.

47:04 – When the player evidently can’t take another hit, it’s the perfect time to target a companion. Even if Eric didn’t hit, I’d imagine the Zathkira would swat at him just for buzzing around him. That said, I love Eric. Let’s have a moment of silence.



49:00 – Mercer once again rewarding the player for clever ideas. I’m fairly certain the phylactery could’ve been behind the door and on some pedestal, or here in the bed. Maybe it would’ve been in the alchemical gear to the side. Normally I’m not the biggest fan of shifting the locations of things, as the choices you make are important, but for a short, quick, feel-good game this is great and makes the player feel amazing.

49:34 – Having the villain 100% sell how important this item is was great.

50:45 – The epilogue is always good for particularly heroic adventures. When the players complete a quest it’s a very… conclusive feeling to regale the adventure. Good work here.

And that’s all. Hope yall learned something?


Twitter: @diceqgm

[5e] DSA: 6 Impudent Spells for the Dragonslayer

Welcome to Diantha’s Spell Archive, a mini-series where I just generate a buncha spells based on a theme. This time involves murdering all sorts of a scaly kind.

I wish I had more to say other than I wanted to create a buncha spells that focused on the elimination of a specific type of creature, but generic enough they’re helpful in all sorts of other situations. Remember. These spells, aside from Slayer’s Spike, don’t have attached spell lists as—in case you want to add them—you should be discussing with your GM how they fit your character/list anyways.

Link: https://www.gmbinder.com/share/-LdQYYIsMuIXZdR6fzXN

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