The Manual of Exotic Materials II is the sequel to our first DMs Guild product, the Manual of Exotic Materials. Together, they are an expansion module for fantasy roleplaying designed to give the gear head player something to tweak. This volume includes a collection of new materials, weapons, armors, and even a few magic items, great for helping one sword and shield fighter differentiate themselves... [click here for more]
The Template Treasury is a repository of 11 templates that can be added to any 5e game quickly and easily by the DM. Using the monster manual and this treasury together, along with some very poor, back of the napkin, math, the number of available monsters for your home game jumps from 450 entries to 4,950. Talk about value for your PWYW dollar. Pricing it out like the Monster Manual, this... [click here for more]
This product contains 8 new monsters, 30 adventure prompts, 2 campaign seeds, and expanded lore focused around the Fey. Perfect for the DM looking to take their game into the Feywild, or just wanting to add a little whimsy or drama to the mix. ... [click here for more]
A plane hopping adventure designed for high level play from the ground up. Take your PCs from level 16-20 in this plane hopping, high magic arc. Stop a treasonous priest of Tharzidun from siphoning his power and destroying the material plane in the process.
Adventures to the Ethereal, Hades, Elysium, and Sigil are just some of the classic locations your party can explore. ... [click here for more]
Celestial realms may seem like an odd place to launch a Dungeons and Dragons campaign. Aren’t they the good guys? Usually, sure. But that doesn’t mean they have to be the Protagonist. Good only accounts for a third of the alignment options available to players. Surely the other two thirds might be able to get into some trouble out in Good's house. And that doesn’t even begin to account for Good... [click here for more]