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Ravenloft Archetypes II: Core Domains Adventurer's Guide

Ravenloft Archetypes II: Core Domains Adventurer's Guide


"Really grand content! Well thought out, well presented, and a fantastic supplement to any campaign... Highly recommended!" -- Critical Role creator Matt Mercer on Ravenloft Archetypes I: Nightmares of Barovia. Ravenloft Archetypes II: The Core Domains Adventurer’s Guide aims to do everything for Ravenloft that the Sword Coast Adventurer’s Guide...   [click here for more]
Dungeon Masters Guild  $14.99

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The Spiritualist Class

The Spiritualist Class


Spiritualists truck with restless spirits and wield psychic powers. Having survived a brush with death, spiritualists discover that not only can they sense the presence of the restless dead, they can also channel them. The forgotten promise they made while on death's door allows them to cast spells that manipulate the emotions and senses of others, as well as exert their will over life and death. Play...   [click here for more]
Dungeon Masters Guild  $2.95

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Spells and Incantations

Spells and Incantations


The spells in the Players Handbook are well thought out, and cover nearly all circumstances that a spell caster might encounter and utilities they might have need of. But, by their own admission, they are only the most commonly known spells. The world is a wide and wild place, and many strange and wondrous magics yet lurk in it; either forgotten or yet to be discovered. This supplement looks to add...   [click here for more]
Dungeon Masters Guild  $2.00

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Horonial's Guide to the Blood Wars Vol. 2 Armor of Rage and Damnation

Horonial's Guide to the Blood Wars Vol. 2 Armor of Rage and Damnation


Horonial’s Guide to the Blood Wars is an ongoing series that details the great war between the demons of the abyss and the devils of the nine hells. The first volume in this series Armor of Rage and Damnation catalogues the magical armour and shields used in the blood war and offers ideas on how to bring these fiendish tools of destruction into any campaign...   [click here for more]
Dungeon Masters Guild  $1.00

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{WH} Codex of Technomancy, additional spells that blend science with the arcane!

{WH} Codex of Technomancy, additional spells that blend science with the arcane!


Eons ago, the birth of magic ushered in a new era for mortals. An era of wonders, of impossible marvels. But still the world must be known, classified, and understood. Where magic holds promise without limits for a select few, the light of science is a beacon of hope to all, a way for the inevitable drumbeat of progress to lift up every mortal that will hear it. What happens, then, when magic and...   [click here for more]
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Politics of Aundair

Politics of Aundair


This to-the-point supplement expands on the internal politics of Aundair, a nation in the Eberron campaign setting. Topics include the royal family, the Royal Eyes, the Last War, Aundair's Army and Navy, the Korth Edicts, education, and local politics. This supplement also includes three third level spells ideal for large battlefield combat, plus an illustrated family tree of the royal family....   [click here for more]
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Il Giuramento dell'Inquisitore

Il Giuramento dell'Inquisitore


Dall'autore della Seconda Alba Nera: Il Giuramento Dell'Inquisitore. In questo supplemento, adattabile a qualsiasi ambientazione, troverai: - 1 Nuovo Giuramento per il Paladino - Il Giuramento della Verità - 1 Nuovo Background - L'Inquisitore (utilizzabile con qualsiasi classe) - 2 Nuovi Ordini Religiosi - Gli Zeloti di Tyr e il Sacro Ordine degli...   [click here for more]
Dungeon Masters Guild  $1.95

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Prestige Path: Master Spy

Prestige Path: Master Spy


This was created by combining the 3.5e Spymaster and the 4e Master Spy. “I’ve seen the things you never intended me to see, heard whispers meant only for your conspirators. I know you well enough to take you down.” – Spy Master Rodrick Some adventurers glory in their reputations—the wider their exploits are known, the happier they are. By contrast,...   [click here for more]
Dungeon Masters Guild  $1.00

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Madness and Comprehending the Incomprehensible

Madness and Comprehending the Incomprehensible


Inside you will find rules that seek to expand upon the sanity and madness rules presented in the DMG. These rules are meant for dungeon masters seeking a more in depth set of mechanics for tracking and representing character's sanity as they encounter the horrors of the universe. Two new spells as well as changes to existing ones are contained within as well. ...   [click here for more]
Dungeon Masters Guild  $1.00 $0.75

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The Cerulean Sign

The Cerulean Sign


Alien aberrations from the Far Realm seek to invade this world. They have been faught off before, by ancient defenders wielding a sky-blue rune, but the wards are weakening. Things writhing and slick lurk just beyond sight, pushing at the boundaries of their cage. Visions appear. Psychic powers manifest. The Cerulean Sign rises. Within these pages, you will find information on the Cerulean Sign,...   [click here for more]
Dungeon Masters Guild  $1.00 $0.75

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Order of the Grey Dragons

Order of the Grey Dragons


This product is designed to enrich the Tyrrany of Dragons (Hoard of the Dragon Queen and Rise of Tiamat). and it is completely lore friendly. An exilled ancient metallic dragon, outcast of Bahamut's order enetered into a deep meditation which was guided by someone else's will... In a certain island he found an ancient source of power, draconic spell knowledge that go back to uknown ages. What...   [click here for more]
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Noltrem's Nexus of Knowledge

Noltrem's Nexus of Knowledge


In an abandoned tower, a group of seasoned adventurers discovered a number of spells written down on scraps of paper as well as magical items never seen before. The treasures of Noltrem Semitus have provided new ways to gain information. This document contains 4 custom Divination spells for Wizards, as well as 3 custom items, all of which help in investigation. This document and its contents...   [click here for more]
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