Best D&D Adventures & Modules for 5e

That goes two ways, though; depending on the class, some items just aren't beneficial enough to wrestle other party members over. Right now, it's time to look at sorcerers and magical items that'll go the extra mile when paired with their abilities. There's a good general rule to keep in mind, though: the best magic items for sorcerers are those that'll give them more spells and more charisma.

The wonderfully useful Pearl of Power falls into the "more spells" category of the sorcerer's three greatest needs. It's simple to use: once per day, the sorcerer can use their pearl to regain one expended spell slot up to level 3 meaning if the expended spell slot level is higher than that, it'll just default to an extra level 3. For that, there's another instrument of "power" that is a sorcerer's dream come true. But instead of regaining spell slots, this staff does something even better.

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It's one of those items even more fun than a new feat or skill proficiency. Anyone who plays a sorcerer knows how it feels to be in battle: all that cosmic power at their fingertips, but one good swing from an enemy can knock the sorcerer right out.

If the wearer is dying at the start of their turn, the periapt immediately stabilizes them--plus, when rolling hit die to restore hit points, the wearer can automatically double whatever number they roll.

Any player with this little charm equipped can probably attest that it's a total lifesaver. The Cloak of Displacement is another defensive item that protects the wearer without actually increasing armor class. Instead, the cloak projects an illusion that makes the wearer appear to be standing somewhere close to their actual location, thereby imposing disadvantage on all attack rolls made against them.

It's less helpful if the wearer is restrained, but that's to be expected; ideally, while wearing this cloak, it becomes much more difficult for the wearer to be restrained at all. It's also an item that sorcerers especially lower-level sorcerers are more likely to find than, say, a Staff of Power. The Ring of Protection is simple: attune to it, and it boosts the wearer's armor class and saving throws by 1. While the rod doesn't technically cast Counterspell, it functions as the physical equivalent of the spell, able to absorb and cancel out a spell aimed at the wielder.

That's a great feature for the squishy sorcerer, and it does even more. Spellcasters who wield the rod can additionally convert its energy into extra spell slots, up to a maximum of 5th level.

The Ring of Spell Storing is able to store up to 5 levels' worth of spells at any given time. Spellcasters can store a spell or five in their ring, rest up to regain their slots, and then carry around a small backup arsenal of spells on their finger.

Even better, the person storing spells in the ring doesn't have to be the one who uses them, meaning that other spellcasters--even a divine spellcaster like the cleric --in the party could provide the sorcerer with a spell not even available to them normally.

The Eyes of Charming fit over a character's eyes, and contain three charges which therefore allow the user to cast Charm Person through the lenses up to three times per day.

The lenses will then regain any spent charges at dawn. Admittedly, these don't have the best DC; instead of using the spellcaster's DC, the lenses carry an automatic save DC of Mildly disappointing if the sorcerer already has a higher DC, but still potentially quite useful in a tight spot. Plus, it's an item that other non-spellcaster party members can use without having to multiclass.

Yet another utility item that casts a spell for the sorcerer so they won't need to learn it; this time, the spell is Disguise Self. The best part of this hat is that it has none of the liabilities that the previous item comes with--no need for attunement and no limits, as Disguise Self can be cast at will by whoever is wearing the hat.

That means if reading this book doesn't boost the sorcerer's charisma to a whopping 22, then it'll still be possible to reach that number in the future due to the permanent maximum bonus. With that, both players and DMs should have a good idea of what loot to drop and look for when there's a sorcerer in the party. By Glenn Carreau Dec 30, Share Tweet Email 0.Home Post new thread What's new Latest activity Authors. Wiki Pages Latest activity. Resources Latest reviews Search resources.

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Search forums. Log in. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. DarksydeCAD Villager. I am going to be running a campaign set in a world like Ebbron High Magic. I have 5 level 5 characters starting and wanted to give each one of them a magic item that they would have picked up between level 1 and 5. Any suggestions or good locations Besides the official books to find items that would be a good fit? Last edited: Sep 2, Dan Chernozub First Post.

I don't agree with everything, but for basic reference, it is quite good. Hawk Diesel Adventurer. No matter what, 5e really begins to break down the minute magic weapons are introduced.

So my philosophy is to do what's fun. Maybe allow the players to each describe something they envision their character would have, and try to make sure the item isn't unbalancing compared to the others. Enevhar Aldarion Hero. So maybe only give them each a few one-shot items and then have each find an appropriate permanent item as you play through the adventure. Quickleaf Legend. DarksydeCAD said:. CapnZapp Legend. Cap'n Kobold Hero. I run an Eberron game, but generally stick with 5e magic item guidelines for most magic items: House Cannith has shifted to selling to the middle class, and the nations tend to snap up most of the magical weapons around: stockpiling them for a possible future conflict.

Thus, whilst there are a range of magic items available for purchase, they aren't generally the "adventuring" ones found in the DMG. Cleaning, cooking, making life and travel more comfortable etc.

This was about the most combat-based item that I gave a starting character: Riven The Khyber shards in this gauntlet and handaxe bind a single air elemental: - one whose essence has been split between them and strives to be united. When apart, a misty line is visible between them, and they can be ordered to bring both components together.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service.

Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It only takes a minute to sign up. Im having a bit of trouble getting a general sense of what amount of loot my players should receive during their sessions. They are started as 3rd level, mostly new players to the DnD universe. I wanted to create an enjoyable experience where they are rewarded, but Im running into issues of balancing. Since I recently picked up the Dungeon Masters Guide for 5th Ed I decided to utilize the loot tables for their rewards, to save belaboring thinking of what to reward them on the spot and taking up time.

Unfortunately, RNGesus gave them some very powerful items for their low level. Which then imbalances a player from the rest of the party. How do I get it so that everyone is rewarded fairly, evenly, but wont throw off the balance where one player is stronger than the other or I have to throw greater challenges at them that could wipe the party should I give everyone something neat?

Besides writing my own loot tables or restricting things to scripted encounters. However, I think that the best answer is for the party to better share the loot between each others. They, after all, are the ones who want to survive, not you. For what to "distribute", I use the tables on DMG p.

That gives me a way to determine the various types of objects I can give my players.

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The main problem is to avoid giving them way too powerful items. However, I do not like to roll on the tables because I prefer to be in control to give the players exactly what they are likely to need plus a little more. Also, there are certain things that make sense.

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If you kill a mummy, it makes sense to find a Staff of the Python and if you kill a Wizard to find a Robe of Starsfor example. Plus, I prefer to offer items that make sense in the adventure rather than random things.

That being said, there is one rule that will limit a player from using all the items. If you look closely, there is a rule about attunement DMG p. So if you offer many of those, the one player who wants it all Another way to limit is to give similar items or items that the user s do not have proficiency in i.

That being said, they'll need magical swords for killing those werewolves Also you cannot use two magical items of the same type simultaneously DMG p. So that's another way. Obviously, that could become quite a bit monotonous And the characters can sell or exchange the extras too.

Finally, there are items that require a specific class or set of classes see Staff of the AdderDMG p. You could also impose limits such as race or size or even levelReview my recommendations to discover inspiration for your next character. Multiclassing is daunting for new players to learn, but rewarding for experienced players. Aside from optimization, multiclassing allows you to bring unique characters to life with outside-the-box specialties.

Ideally, battles should be just as immersive and intriguing as the rest of the campaign. Between interactive map environments and hazards, unexpected legendary actions, and villainous boss lairs, a Dungeon Master can create unique and exciting monster fights for every session. There are countless stories and memes about DMs drastically adapting their plans after players deviate from expectations.

Collaboration means the game is unpredictable even before dice roll. I want to share some of my better ideas for implementing Mind Flayers in a game so I can spread the Illithid gospel and see them used often. Here are my ten titular tips and tutorials for trying tentacled Mind Flayers in your tale! How can a Dungeon Master ensure they are shaping a cohesive story instead of simply facilitating a game? Let us attain useful game-development tips from these Masters of Fantasy.

As implausible as fantasy may seem, reality has thrown us some major curveballs. I sure did, so I went full mad lad and summarized every upcast-able spell for what it could do at the pinnacle of upcasting.

You can find the list down a few paragraphs if you want to skip my general commentary. One of the least-understood game mechanics, in my opinion, is the Frightened condition.

No other class utilizes the Frightened condition like this subclass. Blog Updates.

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Username or Email Address. Remember Me. Generic selectors. Exact matches only. Search in title. Search in content. Search in excerpt. Search in posts. Search in pages. Class AnalysisPlayer Tips. Flutes3 days ago 16 min read. Read more. Flutes2 weeks ago 34 min read.Dungeons and Dragons is the number one name in tabletop role-playing.

Sure, there have been contenders over the years but no game has ever really been able to dethrone the king. One of the big reasons for this is that Dungeons and Dragons have always found ways to cater to multiple audiences. The sheer number of campaign settings and modules makes it possible to find new adventures that will make almost any player happy.

The only issue, of course, is that there has always been a great deal of material to sort through on the way to the best of the best. Out of the Abyss is a great trip into Menzoberranzan and the Underdark. It deftly sidesteps the desire to copy older adventures and instead creates something that feels a little more organic.

Was taking the chance and going into the roguelike his biggest mistake? Or will playing bring him even further riches and glory? Find out in this first supplement adventure in the Tower of Gates universe. If you loved Rogue, Nethack, or any of the other procedurally generated RPGs, you should grab this book.

Get your FREE book now! This is a good adventure for low-level parties and for anyone who wants to leave behind the surface world for a bit. Give this one a shot for something different. This classic adventure gets a huge update in Princes of the Apocalypse, with a basic story of good or at least, not apocalyptic versus evil that will draw in most players. One of the huge selling points of this game is the diversity of the setting. Players will encounter a huge variety of enemies across a vast number of settings during this adventure, which can take them across about fifteen levels in total.

This is a module that requires a bit of cleverness to finish, which is great for DMs who are tired of combat rolls. This is the one with giants! Fortunately, the module also has a really solid structure that can help guide a new party through their early days. After all, this is one of the first real returns to Ravenloft in years.

On a purely structural level, this module is gold. This module works very well as either a unique adventure or a great throwback. The Lost Lands: Borderland Provinces is a huge, detailed tome that honestly might as well be its own game. Fortunately, this Kickstarter product does live up to all the hype. Remember when you could just throw together a dungeon and call it a day?

Barrowmaze makes up for its relative lack of depth with an awful lot of complexity.So, like, maybe get them several items on this list.

There are a dozen suggestions here, so you could roll a d12 and literally get rollin'. Hero Forge is a pretty cool website at which you can design a character mini-figure by picking through a ton of different options.

There are various races, hairstyles, clothing options, gear, magical effects, and highly customizable poses. If the intended recipient has been using an old Lego figure or some other repurposes knickknack to stand-in as their character during battles, they'll never want to go back once they have a 3D-printed version of their hero.

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If their party uses a battle map during combat oh yeah, erasable battle maps are also a good giftwhy not add a whole other dimension to fights with a transparent riser that helps illustrate where any flying characters might be?

A nice little gift for a DM, who can use it to help design dungeons or whatnot. Sometimes simple gifts can be good. But… how does it smell? On the one hand, giving this book which is based on a popular blog of the same name to your DM is perhaps a bad idea.

Depending on the monster, this book has the answer. The first two arcs are out with a third on the way in the middle of next year.

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Roll a history check. The book came out last yearbut it still makes for a great gift for someone who wants to know more about the game. While the Rick and Morty jokes are the real draw, the adventure — a meat-grinding dungeon crawl one-shot — is a legitimate hoot on its own. Plus, there are some really interesting, meta roleplaying opportunities.

The greatest gift of all is valuing labor. Update your browser for more security and the best experience on this site. Skip to main content. Latest Stories. Tag: Movies. Tag: Games. Tag: Features. James Grebey jgrebes. Nov 3, Tag: Gift Guide. Tag: Adventure Zone. Tag: Rick and Morty. Custom character minis from Hero Forge. A combat riser. Condition rings. A Grided notebook. Beholder earrings. Adventure Zone comic books.

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Art and Arcana.Plus, players of every class need to know which items to keep their eyes out for, and which magical items they can surrender to the other party member who wants them. Every arcane caster needs an arcane focus to go with; usually, a character's arcane focus isn't something the player needs to think about overmuch. It's normally a simple matter of creating the character and declaring that they've got a special crystal or wand to serve as a conduit for the character's magic.

After that, the focus is set. However, should a bard pick up a Blast Scepter, they could take their arcane focus game to the next level. As a bonus action, they'll also be able to cast the Thunderwave spell at level 4 without using up one of their spell slots.

That's an incredibly handy item to have equipped, especially for a bard regardless of build. This is a good item for a bard starting at lower levels: it's listed as a "common" wondrous item, so it shouldn't be too hard for the bard to come by. It's more limited than other disguise garments in that it can't be anything other than a cloak, but there's still plenty a clever enough bard with a high enough charisma could do while roleplaying with this item.

Plus, because it doesn't take up an attunement slot, this can be used in a hurry even when the bard is using all their slots to attune to other items unlike the more powerful hat of disguise, which casts the Disguise Self spell but needs attuning to do so. With a Deck of Illusions up their sleeve, the bard using them could very well take control of an entire combat encounter.

The illusion can then be moved around to make it lifelike, though of course, any creature that comes into contact with it will discover its true nature. The deck doesn't require attunement, so it's another great item for the bard to have in a pinch. Summoning fake, weird monsters to the battlefield to confuse enemies?

That's right in a bard's wheelhouse. To that end, a suit of Glamoured Studded Leather is just the thing to give any bard. The armor still weighs the same, as the effect is illusory, but it's great for disguises. They're designed to be the jack-of-all-trades class, and that generally allows bards to use their abilities and subclass to fill in whatever holes the party has in terms of skills. Rogues are known for their thieving ability, but they don't have to be the only ones.

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This one is right in the name. Instruments of the Bard are designed with bards alone in mind, and they'll amplify the bard's already considerable arcane powers that come with their musical ability. On top of that, each instrument subtype has its own unique list of spells. Some, like the cittern or the mandolin, come with the ability to cast Cure Wounds among a couple of other spells eachwhile the lyre can create walls of wind and fire, and the lute can protect from energy and poison.

Don't expect to find that one immediately, however, as it's a legendary item and probably wouldn't be found until higher levels.


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