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Reputation system for 5th edition of D&D

Reputation system for 5th edition of D&D


Reputation system for 5th edition of D&D is a tool for DMs that covers a set of rules that can be used to approximately determine the influence and reputation of their players throughout the game. ...   [click here for more]
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The Hexblade Revised (Warlock Patron)

The Hexblade Revised (Warlock Patron)


The Hexblade patron is a well rounded Otherwordly Patron created by Wizard of the Coast, however all the patrons new options in Xanathar's Guide to Everything lacked something regarding the Mystic Arcanum options. This publication seeks to fulfill this problem in The Hexblade patron. ...   [click here for more]
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Know Thy Enemy - Monster Knowledge for 5e

Know Thy Enemy - Monster Knowledge for 5e


Know Thy Enemy The monster knowledge system was developed as a companion set of rules to govern how much player characters know about the creatures they may encounter on their adventures. With guides pertaining to different skills, monster CRs, what information is revealed each DC, and unique settings (such as Ravenloft), the Know Thy Enemy - Monster Knowledge for 5e .pdf is a fantastic...   [click here for more]
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Item Drop Alternate Treasure Generation

Item Drop Alternate Treasure Generation


Item Drop Alternate Treasure Generation provides an alternate method to generate interesting loot items for your player characters to uncover. The system allows you to drop a set of dice and read the bones against a set of tables to find out what strange item you have uncovered. With huge tables of options the items generated with this system are truly unique and sure to add some interesting twists...   [click here for more]
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Big World (5e Rules)

Big World (5e Rules)


A set of rules and suggestions for adventures in gigantic worlds. This content pack covers two perspectives: playing as a miniature creature in a regular creature's world, or playing as a regular creature in the world of a colossal giant. Includes: Rules for giant worlds, including travelling, combat, and repurposing gigantic everyday items for adventuring purposes. An index of 9 new and resized...   [click here for more]
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Elven High Magic

Elven High Magic


These rules are to outline weird and powerful magic that not even the Wish spell could imitate. This includes but is not limited to; becoming a god, moving a giant land mass and making it an island, or making a mythal that causes all dragons on the planet to become crazy. The weave is the power that guides all the arcane power in Abeir-Toril, powered by the body of Mystra it is used whenever someone...   [click here for more]
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Arcane Tradition: Magi of the Staff

Arcane Tradition: Magi of the Staff


Wizards ought to have an arcane tradition that encourages them to fight with, and use, a magical staff. It is a core part of the classical archetype, and while you don't have to be an old man with a long white beard, your character might feel out of place wielding a sword. Surely an archetype could be found that would let you feel good about using a staff for combat, or in any capacity. Look no...   [click here for more]
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Time Tracker (Faerie Dragon)

Time Tracker (Faerie Dragon)


Same Time Tracker as the original, but with a different visual style (this version does not include a variation for Faerun). It is highly recommended that this is printed on 11"x17" paper and laminated Time Tracker is designed to be a visible reference to both players and the DM. It can assist in keeping track of events, add some urgency to game play, and visualize...   [click here for more]
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The Codex Malevolence II - Fearsome Fiends I

The Codex Malevolence II - Fearsome Fiends I


The Codex Malevolence II - Fearsome Fiends This themed collection contains 28 new and updated fiendish creatures for use in the 5th Edition Dungeons and Dragons ruleset. Each creature is formatted to a single or half-page entry and contains variant rules, history, habitat, society, and ecology write-ups in the vein of the 2nd Edition AD&D Monstrous Manual. This collection...   [click here for more]
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Mutagens: Power for a Price

Mutagens: Power for a Price


If you're a DM looking for something powerful, enticing, and riddled with consequences for your players to use in your campaign, then Mutagens are an ideal match for you and your players. Perfect for urban and high fantasy settings alike, Mutagens can add to any seedy, underbelly market or mad scientist's laboratory. Mutagens allow DMs to add more non-combatitive conflict to their settings by giving...   [click here for more]
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Captains of the Coasts of Chult

Captains of the Coasts of Chult


Captains of Chult is a DM's resource for the players. Expand on the guides and experts for hire in your Tomb of Annihilation campaign and expand upon the players' options for exploring Chult by sailing along the coasts. With these five new Captains your players have more options for exploring the wilderness, as they can traverse the coasts and enter...   [click here for more]
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The Compendium of Collaborative Castings

The Compendium of Collaborative Castings


A circle of cultists stands around the burning brazier, chanting infernal syllables as they summon the servants of their dark god. Mages gather around an ornate workstation and pour enchantments onto the masterfully-forged weapons, turning them into magical items of great power.   A coven of hags hurls bizarre combinations of spells and curses at the attacking adventurers...   [click here for more]
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Fighting Style Techniques (5e)

Fighting Style Techniques (5e)


I cast sword! Fighters and other martial classes are effective in combat but often relegated to using the same action every turn. Fighting style techniques give more options to characters whose combat strategy is hitting monsters with weapons. The fighting style techniques are similar to martial powers and manuevers. ...   [click here for more]
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The Gladiator: A Martial Archetype

The Gladiator: A Martial Archetype


The gladiator is a fighter who excels at taunting and goading opponents, causing them to make predictable mistakes. They are performers as much as they are warriors, and their mastery of both arts allows them to work the battlefield the way an actor works the stage. The gladiator gains new combat techniques similar to the Battle Master Fighter archetype detailed in the Players Handbook, but the gladiator's...   [click here for more]
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Elyyria's Enhanced Combat

Elyyria's Enhanced Combat


Any brigand or blackguard can swing a sword, but only a disciplined student can master the art of the blade. -- Elyyria This product contains variant rules to expand combat options for all martially-focused characters. Using these options, the Battle Master fighter archetype is no longer available, and instead, all members of martial classes or subclasses gain combat maneuvers and superiority...   [click here for more]
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Alternative Wild Magic Surges

Alternative Wild Magic Surges


Many of the random results from the Wild Magic Surge Table in the Player’s Handbook are considered to be lack luster compared to previous editions and some of the results are at low levels potential party killers, e.g. 3rd level fireball. This table is intended to provide a real threat to player resources and real benefits to taking the Wild Magic Origin. ...   [click here for more]
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Targeted Point Build & Back-story

Targeted Point Build & Back-story


This Character Creation method generates a characters stats based on a player's choice of class and background with a random element thrown in. It also gives players a number of background events linked to an increase in a stat that they can flesh out into a history. Basic outline: All stats start at 8. Class gives 3 pts for a recommended highest stat, 2 pts...   [click here for more]
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maritime combat system

maritime combat system


A simple guide to running a ship in 5e, encompassing things such as: crew morale commodity management crew positions naval combat ...   [click here for more]
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The Price of Bread, Part 3

The Price of Bread, Part 3


After covering how to produce things and sell them at market, we had to cover how to move these things over distances. Additionally, we discuss hunting and gathering as a lifestyle, and how one could profit if they wished while still feeding their family. After all, family must come first, even for the greediest merchant. Right? ...   [click here for more]
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Savage Magic Surges

Savage Magic Surges


100 new effects for your wild magic! Roll over this 1d300 table and find out crazy happenings! Use it to add a bit of fun to your campaign, or just substitute the standard Wild Mage table with this! ...   [click here for more]
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Highwayman Roguish Archetype for the Rogue Class

Highwayman Roguish Archetype for the Rogue Class


The dangers beyond the walls of civilization prove troublesome for many skilled in the ways of deception,trickery and theft. Gone are the dependable rules and constraints of city life, the familiar labyrinth of streets and shadows in favor of wind, weather and the perils of the open road. There are, however, footpads and horsemen of a singular talent who see the unfettered highways as the perfect...   [click here for more]
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Forbidden Tome of Warlock Arcane Mysteries

Forbidden Tome of Warlock Arcane Mysteries


Warlocks get their spell knowledge from strange, dangerous, possibly alien mentors. The strange training from their patrons means warlocks are limited in the number of spells they can cast. But this limit also means warlocks have a more intimate relationship with their spells, casting them with such frequency that a spell can become like a signature of that warlock. Spells are not merely mindless mystical...   [click here for more]
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The Art of Dying

The Art of Dying


An optional system for dying characters. This system intends to create more dynamic gameplay as characters approach the end. Typically, the cycle of a dying character is "lose all hit points, go unconscious, and wait for the Cleric to stop by". This optional system puts an end to that. The system is best applied to groups with three or four experienced players, and GMs who want to challenge their...   [click here for more]
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Plague Zombie

Plague Zombie


Do you find the standard zombies in D&D to be lacking a certain... contagious aspect? Well, look for further — plague zombies are here to fill that niche. Good for casual encounters or a classic global apocalypse, plague zombies bring a few new twists to an old favorite. Here's what you get: • 3 new Tier 1 monsters: the plague zombies (types I-III), each with their...   [click here for more]
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Skill Classes (5e)

Skill Classes (5e)


"Skill Classes" is a collection of 8 prestige classes that focus on refining the uses of a particular spell, only available to be taken after 1st level. For example, the Theologist is a master of the Religion skill, using it to battle outsiders with prowess, while the Athlete is a master of the Athletics skill, and hones their body to peak physical form. Includes 8 prestige classes: The Acrobat The...   [click here for more]
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Ceremonies, new mechanics for DnD 5e.

Ceremonies, new mechanics for DnD 5e.


This book contains a guide to create Ceremonies, a new type of spell-like abilities targetted towards Paladins, Clerics and Priests for religion-centered campaigns. It also has a short list of examples designed for Forgotten Realms gods. ...   [click here for more]
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Improved Downtime - Fist Fight

Improved Downtime - Fist Fight


Here is the first of a new series intended to expand on the Unearthed Arcana Downtime PDF Inspiration comes from several sources. My players have asked to have prize fights as a downtime activity. We tried the UA version (a skill challenge) and found it to be brief (not necessarily a bad thing), inflexible (no agency for different styles/tactics), and arbitrary. We all enjoy board...   [click here for more]
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Spell Collection 1

Spell Collection 1


This collection contains the first four spell books published by Lord Rumfish (Mark Burton), all published in 2018. You get 176 spells across 4 books, along with 3 monsters and 3 variant rules for time paradoxes. Save some money, and get this fabulous collection of spells and magic to bolster and broaden any character with access to...   [click here for more]
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Stuff of Legend - Hero Points Expanded

Stuff of Legend - Hero Points Expanded


Inspired by elements of the Pathfinder system’s Mythic Adventures handbook, this guide expands on the Fifth Edition hero point mechanics to present additional options for creating epic characters in the world’s greatest roleplaying game. Ideal for campaigns in mythic and larger-than-life settings, Stuff of Legend provides your players with 37 Heroic Deeds...   [click here for more]
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Guilds

Guilds


The idea behind this PDF is a way of using the current faction rules in your home game by turnung the factions into guilds your players can join. Complete with ranks, renown, secret missions and bonus for each rank. ...   [click here for more]
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Deep Sea Diving

Deep Sea Diving


Some rules and mechanics supplements for diving deep into the ocean. ...   [click here for more]
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Cults of Sin

Cults of Sin


In Unearthed Arcana: Fiendish Options, Wizards of the coast presented rules for applying statistics changes and abilities to members of specific cults. In Cults of Sin, I present such rules for cults revolving around the seven deadly sins: envy, gluttony, greed, lust, pride, sloth, and wrath. Want to get more homebrew like this? Check out my Patreon! ...   [click here for more]
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Corruption Rules

Corruption Rules


Corruption Rules for 5th Edition D&D Adapted by Matthew Mercer Certain landscapes house deeply evil places or artifacts that corrupt the very nature of people who spend time around them. Sites where the presence of such terrible wickedness can slowly twist and infect the physical forms of even the most holy of creatures. Unhallowed or cursed locations...   [click here for more]
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MGCRUOP1000 Heroic Hits and Messy Misses

MGCRUOP1000 Heroic Hits and Messy Misses


Critical hits and misses have a storied history in Dungeons and Dragons. There are many different ways they can and are handled, but the most common is a Natural 20 (Nat20) on at attack roll equals a critical hit and Natural 1 (Nat1) equals a critical miss. What happens when you make a critical hit or miss is probably the most storied part of the whole thing. The Rules As Written (RAW) simply says...   [click here for more]
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Revised Hexblade

Revised Hexblade


Personally, the Warlock is one of my favorite classes. However, it is not without its flaws. The Warlock in the Player’s Handbook failed to make "Hex" a signature class ability rather than a spell. Additionally, the Pact of the Blade does not really help a Warlock be effective in melee combat. But worst of all is the Hexblade presented in XGtE. Not only does this archetype get a better version...   [click here for more]
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Breath of the Dying Star

Breath of the Dying Star


Inspired by the legend of Zelda. Inferior materials such as bone and obsidian, new elemental infused arrows, a new feat and rules for extreme injuries. Recommended for campaigns in the early ages with low metal, for gladiators with savage attacks and scars. Working on a elemental domains, new spells and more stuff coming soon. Also doing a rework of the mutilation rules. ...   [click here for more]
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Ways of Wizardry

Ways of Wizardry


Wizards have shaped the world of High Fantasy Adventures since the very beginning. Why shouldn't they be as wildly varied in your game as they are in the stories we love to consume. In this product, there are 8 different Wizard specific Prestige Classes that tie into each of the 8 core Traditions a Wizard can choose. Empower your destructive force as the Elementalist. Summon Undead unlike any other...   [click here for more]
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Legendary Companion - The Wildwatcher

Legendary Companion - The Wildwatcher


One page ready-to-play sidekick for heroes from 1st to 5th level. With the rise of the Sidekick playtest material and 1-on-1 gameplay rule on the new Essentials Kit, here's a sidekick character ready to play for your games! The Wildwatcher is an excellent physical combatant while also serve as your guide in the wilderness. The resource is designed to be...   [click here for more]
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Potion Poisoning Homebrew Ruleset

Potion Poisoning Homebrew Ruleset


Tired of watching the party gulp down ten magical potions, instantly healing all the gruesome wounds that just a moment ago had them at death's door? Well, with this Potion Poisoning ruleset, you can limit how many potions a character is able to chug before they start to feel the effects of overdosing, just like real medicine. While this guide was written with 5th Edition Dungeons & Dragons in...   [click here for more]
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The Gunslinger: A Fighter Martial Archetype

The Gunslinger: A Fighter Martial Archetype


This build of the Gunslinger Martial Archetype for Fighters is designed to leverage core features already present within the Fighter class, as well as provide useful guidelines and helpful optional rules to help integrate firearms into your gameworld while maintaining balance for both your party's power as well as your world's economy. For all those who fear firearms may be too powerful...   [click here for more]
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The Mob Rule

The Mob Rule


Handling groups of enemies can be hard as a DM, as tracking initiative, health, and actions can quickly escalate into a nightmare of numbers and calculations. Luckily, 5th edition already has a handy tool for handling large groups: Swarm rules, a variation of which will be used in this document to present various Mobs stat blocks. In this document you will find a set of simple...   [click here for more]
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Blood, Sweat, and Tears: Rules for Building your own Homunculus

Blood, Sweat, and Tears: Rules for Building your own Homunculus


Rules to Build a Faithful Companion! Xanthar’s Guide to Everything offers a quick and easy way to create a homunculus with statistics that can be found in the Monster Manual. It’s a simple 6th level spell with somewhat expensive material components, but all in all, the process is quick, easy, and predictable. Those rules are perfect for the character who thinks of the...   [click here for more]
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5e Wild Magic Revised

5e Wild Magic Revised


Long story short, I redesigned ***Wild Magic*** for the Sorcerer. I'm a DM for a fairly large group and one of my players is a wild magic sorcerer. Because there a sometimes 8+ players present I outright forget to make him roll for his Wild Magic Surge. And if we play in a smaller group it just feels so unnatural for me to tell him when to roll for WMS and when not. We were both pretty unhappy with...   [click here for more]
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Carrying & Encumbrance - House Rules

Carrying & Encumbrance - House Rules


This set of rules cover an alternative to equipment carrying capacity, that is more fun than calculating every single piece of equipment and loot, and more realistic than carrying the entire hoard of magical items on your back. It defines your carrying capacity in inventory slots equal to your strength score, and...   [click here for more]
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Arcane Slayer Class

Arcane Slayer Class


New Playable Player Class for D&D 5th Edition, the Arcane Slayer The tall human charges into the middle of a orc horde with his flaming sword ablaze and strikes a foe down. Next he unleashes a wave of arcane energy from his sword into the oncoming enemies. A half-elf female calmly gestures with her hand and a swirling magical energy circles around her foe from a distance, with...   [click here for more]
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Collective Cranium Rats

Collective Cranium Rats


Collective Cranium Rats Version 2 This ecology scraps the swarm mechanics from Dungeons and Dragons 5th Edition, and replaces it with scalable mechanics and a new psionic power called psionic damage sink. This damage sink allows these creatures to share temporary hit points before they can be killed individually. This ecology explains in detail how to craft your own collectives of cranium rats,...   [click here for more]
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The Green Screen

The Green Screen


A graphical GM screen of optimised rules for quick reference and page references for further detail. Available in portrait (3 pages) and landscape (4 pages), ready to insert/stick into your favourite screen. Includes 6 new tables: Weather - Roll 2d6 to determine weather god's temperament, roll again on a double to change the weather Random...   [click here for more]
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Improving Wild Shape

Improving Wild Shape


Within these pages you will find a revised mechanic for the Druid’s Wild Shape ability. This revision is meant to reduce complexity, improve mechanical balance, and support a larger variety of Druid concepts. Finally, a whole new Circle of the Moon is presented to better utilize the new mechanics. ...   [click here for more]
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Nebularian's Manual of magic and monsters

Nebularian's Manual of magic and monsters


Magic is a mysterious and wonderous front with many new techniques being developed. Along with such questions arising comes new creatures and monsters that cause us to speculate more about the limitations of the arcane. Anomalies and secrets await the daring my good friends. -Nebularian Thank you to Xenoangel, JJ, Rhysa Johnson, and Noah for your input on this project ...   [click here for more]
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Ulther's Spellthief Class

Ulther's Spellthief Class


Ulther's Spellthief Community content for adding the Spellthief class to your campaign This PDF will provide everything you need to create a Spellthief player character in a 5th edition campaign. Designed to be the bridge between a Wizard and Rogue, this half-caster is skilled with both spell and blade! A fully fleshed out class, with features from level...   [click here for more]
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