Cursed items are objects of power that negatively affect the user against their will. Sometimes a cursed item provides a tempting benefit along with the negative effect, or it influences the user’s mind to make them unwilling to part with it. Sometimes, the curse doesn’t bother the user at all or can be used to their benefit.
One of the most exciting aspects of wandering and plundering the worlds of D&D is the loot that you find along the way. From ancient swords to cursed tomes, there’s plenty of treasure to find as you adventure. Though, some items are better than others depending on your class.
When building a town, you need to have these things in order: Social, Political, Economic, Religious, and Military. Once you have those in order, your town will fill itself out. Let’s take a look.
The action economy measures how many acts creatures or groups can do in a round of combat. In a 5e round—six in-game seconds—a creature can do: one action, one bonus action, one reaction, one free object interaction (like unsheathing a blade), move up to their speed.
Start small; develop the world as you go. You should also be enjoying yourself when playing. Take inspiration from everywhere. Don’t bother studying the rulebook; study key basics, then learn as you go. Embrace chaos, stop the game when needed, and adapt the world to the party.
The horror genre covers a broad spectrum of scenarios. What unites them are the feelings of mounting dread and powerlessness. Though D&D 5e is ultimately about acquiring power and beating the odds, you can still achieve a riveting horror experience through narrative and careful tweaking.
In older editions, there was a clear winner between Slow and Haste. In 5e, however, they are equally useful but in different contexts. Against a group of weak-ish enemies, you want to use Slow to control the battlefield. Against a single foe, Haste is better to maximize your action economy.
n 5e, grappling lets you keep an opponent from moving, forcefully move them, or even make them an easier target. You can drag them out of cover, make sure the rogue can Sneak Attack (depending on turn order), keep them Prone to give your allies advantage, and combo with Feats for extra nastiness.
determined by race, though class features can improve it. To move further on one turn, the Dash action, certain magic items, epic boons, feats, or magic can help.
1 gp is roughly 100 USD. Characters can spend money on lifestyle, transportation, toolsets, magic items/services—depending on playstyle—even on training and real estate. Often, adventuring is so lucrative that PCs hoard cool stuff in a way that feels unearned. But it doesn’t have to be so.
One-shots are different from regular D&D sessions. Time constraints force a more linear structure. Increased DM guidance is both necessary and expected. When running one, you need to roll with the punches players throw at you. Be careful not to over prep; one or two pages will do.