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Three Factions of Waterdeep: Bregan D'aerthe, Gray Hands, and Xanathar Guild

Three Factions of Waterdeep: Bregan D'aerthe, Gray Hands, and Xanathar Guild


Bregan D'aerthe, Gray Hands, Xanathar Guild...these three factions play a significant role in Waterdeep: Dragon Heist. This document expands and integrates those faction rules and benefits into one cohesive resource for playable factions, further detailing various ranks and their associated perks. The writer took a similar approach to the publication Guide to the Five Factions. It...   [click here for more]
Dungeon Masters Guild  $2.00

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Guide to the Five Factions

Guide to the Five Factions


Emerald Enclave, Harpers, Lords' Alliance, Order of the Gauntlet, Zhentarim...these five factions are mentioned in the vast majority of fifth edition publications and are available as player factions. This document attempts to consolidate and build off of the official fifth-edition faction rules, some of the better ideas from the legacy Adventurers League rules, and some other legacy and third party...   [click here for more]
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Houses of Waterdeep: Amcathra, Emveolstone, Phylund, and Rosznar

Houses of Waterdeep: Amcathra, Emveolstone, Phylund, and Rosznar


If you've read page 13 of Waterdeep: Dragon Heist, you've seen the spark the writers give you for a character being a member of one of Waterdeep's grand noble families....but then they tell you next to nothing about those families. This pub is an attempt to solve that problem. Written for players, dungeon masters and game designers, this document is designed to provide both historical and...   [click here for more]
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Trade Guilds of Waterdeep-A Downtime Activity

Trade Guilds of Waterdeep-A Downtime Activity


Written primarily for players looking to add some additional flavor to their characters, this document provides rules for joining trade guilds and downtime activities for guild work. These rules take a slightly different approach to guilds and are designed to be a low-maintenance activity, require little DM oversight, and provide a clear difference to factions and other nontrade 'guilds' such as thieves...   [click here for more]
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Halaster's Guide to Rune Magic

Halaster's Guide to Rune Magic


This supplement brings together the various official magic rune concepts throughout fifth edition publications (including the runes found in Waterdeep: Dungeon of the Mad Mage, Storm King's Thunder, Tasha's Cauldron of Everything, Volo's Guide to Monsters, Bigby Presents: Glory of the Giants, and Unearthed Arcana), tying them into one usable document...   [click here for more]
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Gladiators in Waterdeep

Gladiators in Waterdeep


So you want to be a gladiator. Who doesn't? Well, turns out there's probably a few at the table who don't. Some players may want that content, some may not. This publication is designed to give the DM a tool to address multiple player scenarios when it comes to gladiatorial combat - whether you have one person at the table who would like to develop that aspect of their character, or all of them. This...   [click here for more]
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On Locks and Lockpicking

On Locks and Lockpicking


This product is intended for both players and Dungeon Masters to lay out the rules and additional considerations for lockpicking, as well as to provide additional items such as mundane and magical locks, lockpicking tools, and spell options. The following sections are included: The Rules. This is a summary of the official rules (Rules as Written), unofficial rules (Rules as Intended),...   [click here for more]
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A Forger's Guide to Waterdeep

A Forger's Guide to Waterdeep


A Forger's Guide to Waterdeep (Skullport and Barovia too!) Have you wanted assets to build a forgery scenario into your adventures, wanted more realistic wax seals for your missives, or wanted your character to become a master forger?  If so, this might be for you. Intended for both Dungeon Masters and players, this document covers all the major organizations found in Waterdeep - Dragonheist,...   [click here for more]
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Tasha's Tablet of Tremendous Tattoos

Tasha's Tablet of Tremendous Tattoos


This fifth edition supplement summarizes official rules for tattoos, provides additional optional tattoos, and includes background rules for tattooing spells onto living creatures without the use of magical needles. ...   [click here for more]
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Misty Voyager

Misty Voyager


The Misty Voyager is a caravel-class sailing ship customized for a group of intrepid adventurers. Whether they were awarded this vessel for an epic achievement, won it in a dirty card game, or obtained it some other way; this vehicle provides a worthy base of operations for almost any adventuring group with plenty of room for further customization. Along with the description of the ship, this package...   [click here for more]
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The Red Wizards of Thay, A Faction Guide

The Red Wizards of Thay, A Faction Guide


The Red Wizards are but a shadow of their former organization...but they are out there, and they’re making a comeback. Whether your character is working in the Moonsea region, Sword Coast, or even in Skullport as an emissary to Waterdeep, this supplement includes optional rules for any adventure to make the Red Wizards of Thay a character-playable faction. The writer took a similar approach to the...   [click here for more]
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Raggamoffyn: A Sidekick Familiar

Raggamoffyn: A Sidekick Familiar


This product is intended for both players and Dungeon Masters, with three goals: Four Constructs. Bring forward the raggamoffyn from editions 2 and 3.5, along with updated stat blocks and details: tatterdemanimal, common raggamoffyn, guttersnipe, and shrapnyl. NPC. Provide...   [click here for more]
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Let Them Die: Continuation Options After Character Death

Let Them Die: Continuation Options After Character Death


Facing a character death or TPK? This product is intended for both players and Dungeon Masters facing a character death (either a single player or an entire Total Party Kill) and are in search of some structure for continuing a character’s story after it dies. It allows the player to retain its character and provides a window of opportunity for the character to figure out a way to...   [click here for more]
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Armor and Weapons: Foehammer's Book of Secrets

Armor and Weapons: Foehammer's Book of Secrets


Fer nearly 300 years I be workin' the hammer and anvil. I've made more weapons 'n suits 'o armor than there are goats on all the mountains. Many a secret 'o the craft I've learned o'er the years and me book has 'em all. I be passin' it along in the hopes that a few more orcs...a few more giants...will meet their fate by me doin'. If ye want to make a name for ye'rself as a mastercrafter, ye'll...   [click here for more]
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Foregrounds, A Character Option

Foregrounds, A Character Option


According to the Player’s Handbook, backgrounds reveal where a character came from, how it became an adventurer, its story origin. But what about since then? The life your character lives as it progresses is reflected in its new abilities (measured through levels that act as a proxy), collected gear, possessions, and relationships; but are there other ways to reflect how those experiences...   [click here for more]
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Hit Dice, A Currency

Hit Dice, A Currency


Hit Dice – they’re just a little boring. The following rules provide some additional fifth edition character options to make Hit Dice a more important part of the game. This ruleset can be used in whole, in part, or modified as the DM sees fit. This product contains two publications: A standard PDF which provides: i) additional options for hit dice and ii) adjustments...   [click here for more]
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Waterdeep Character Development [BUNDLE]

Waterdeep Character Development [BUNDLE]


40% OFF BUNDLE PRICE !! A plethera of character options to make a deep, well-developed character in/from Waterdeep...noble house lineage, factions, guilds, new monsters & magic items, and much, MUCH more. This special bundle product contains the following titles. A Forger's Guide to Waterdeep Regular price: $2.95 Bundle price: $1.77 Format: PDF A Forger's...   [click here for more]
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