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Arcadian Blink Dogs are not related to blink dogs (long story, don't ask). They were bred in the upper planes to keep the growing cranium rat menace in Sigil in check. As the rats fled the City of Doors for the prime material some of the arcadian blink dogs followed them and can now be encountered very rarely in the larger cities of the Prime Material.
These are CR 2 lawful good celestial (dogs)... [click here for more] |
Dungeon Masters Guild |
FREE
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Five deadly Trials await every initiate on the plane of Amonkhet.
Can you enter the Trials and prove yourself worthy of a place in the God-Pharaoh's afterlife? Perhaps you will take on the role of a vizier, serving the gods and maintaining the social order of Naktamun. Or will you become a dissenter, turning against the city, the gods, and the will of the God-Pharaoh?
If The Art of Magic: The... [click here for more] |
Wizards of the Coast |
FREE
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Welcome to Dominaria, an enormous plane with numerous landmasses separated by vast oceans.
With a focus on the continent of Aerona and its surrounding lands (collectively known as the Domains), we hope you enjoy this setting of high fantasy with information on some of the most iconic locations and peoples of Magic: the Gathering like Benalia, Keld, Vodalia, and Llanowar.
The game mechanics in... [click here for more] |
Wizards of the Coast |
FREE
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Variant, balanced, and random tables that allow for more character customization and variations for those exposed to the vast energy of the multiverse.
“The planes of existence are strange. You either become strange or you become dinner.”
—Badrip Ritesgud, Kobolds and Demigods ... [click here for more] |
Dungeon Masters Guild |
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Characters who find themselves in Avernus and in need of transportation may be apprehensive to utilize vehicles that run on tortured souls. Those with moderate knowledge of the arcane and a bit of skill in foraging, bartering, and crafting may find redemption rigs an acceptable alternative.
This document explains the rules for converting an existing infernal war machine as well as building... [click here for more] |
Dungeon Masters Guild |
FREE
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Presenting the sha'ir: a spellcaster whose ability comes from the assistance of an elemental familiar called a gen.
In Midnight in the City of Brass, our interpretation draws as heavily from the 2e source as possible while opening options to different classes. We took the approach of re-introducing characters kits, which allows the sha'ir concept to be filled by many different... [click here for more] |
Dungeon Masters Guild |
FREE
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The trees bend, twist and rearrange themselves as the sun fades, replaced by a single massive moon hanging high in the sky. You find yourself somewhere altogether different with bigger more gnarled trees, everything more vibrant with color in the bright moonlight. The bold browns, purples and blues around you don't feel real, more like something from a beautiful painting. Yet here you stand...... [click here for more] |
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The fighter takes a caustic blast from the black dragon. They clatter to the ground, flesh blistering, and they drift off into darkness. Moments later, the cleric lifts them to their feet.
"Thanks." coughs the fighter, "I thought I was a goner."
"Actually..." says the cleric, sheepishly, "you were dead for about thirty seconds. I had to bring you back." "Oh. Well... thank you very much."
"No worries."... [click here for more] |
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Random Plane Of Existence
Have you ever found yourself in the situation when your players do something crazy (like putting a Sphere of Annihilation inside the Bag of Holding) and trigger random planar teleport? You were caught unprepared, had no idea what to do, so just randomly picked one plane you knew about and continued? Well, now you have these... [click here for more] |
Dungeon Masters Guild |
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Not every monster from yesteryear made it into the Monster Manual. Newly updated for Fifth Edition, we proudly present the creatures variously known as Foulspawn, Ushemoi and Qullan across various editions. There's a little bit of lore for the Foulspawn as a whole, and then each Foulspawn gets a short description.
This supplement includes:
Arkamoi (Foulspawn Seer) - CR 4
Hadrimoi (Foulspawn Mangler)... [click here for more] |
Dungeon Masters Guild |
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A Rules Supplement providing new Creatures and Lore for your Campaign.
A shadow blots out the sun as a massive ship descends from the skies above. Doors open on its underbelly, unleashing a company of giff that swarm the battlefield. Some of the hippomen ride wyverns into the sky and shoot lightning bolts down onto targets below. Others rush the front lines, pummeling enemy foot-soldiers... [click here for more] |
Dungeon Masters Guild |
$0.99
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Designed for the Maohos Campaign Setting, this new frame-work for death and returning from the beyond can be added in to any setting.
This document covers character death, what happens to a character after they have died, and methods of returning from the dead:
- Revivify (modified) - Resurrection (modified) - Greater Resurrection (ritual) - Reincarnation - Blessings of the Gods - Revnant Pacts... [click here for more] |
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Get ready for some Spelljammer Wild Magic!
When magic gets weird and wacky what can be more fun than rolling on some tables to determine some random outcomes? This supplement provides a class-agnostic d100 Wild Magic Surge table for an element of unraveling magic in your already wacky Spelljammer campaign. That said, the chart can be easily adapted to any campaign where some giant space hamster... [click here for more] |
Dungeon Masters Guild |
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Laws of Chaos 04 - True Names and True Consequences
This work takes the existing rules (what little there are) around the use of True Names and fleshes them with new mechanics that can be as complicated as you want, but a simple version is included in this product!
Speak True Name
If you know the True Name of a target that is capable of hearing you, regardless of language barriers,... [click here for more] |
Dungeon Masters Guild |
$0.99
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You have traveled beyond the veil of mortality. You have seen the shores of the river styx. Yet the gods of death were unable to claim you.
Your time spent amongst the dead has changed the very nature of your ki. Calling upon the energies of the Styx and the Shadowfell, you are both angel, and reaper.
A 5th Edition D&D archetype for the Monk class. This suppliment contains... [click here for more] |
Dungeon Masters Guild |
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The Listing—Do You Feel It?
Mired in ennui, travelers to Crakateg face not death but spiritual decay. Their missions forgotten, hope abandoned, they become part of the machine of the forlorn city, spinning their gears for no discernable purpose. A few know the truth—that the wreckage of this artificer city houses the spirit of an eldritch being. But soon enough, all who come to Crakateg... [click here for more] |
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One hundred terrifying demon lords that will bring wreck and ruin to your players! ... [click here for more] |
Dungeon Masters Guild |
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I found the tables included on the SJ:AiS DM screen, for determining the content of a Spelljammer’s hold, to be... very mundane.
It felt like: “You raid the hold of a wizard's spelljammer that has plying the astral trade routes between timeless civilizations and the realms of demons of angels and find a cargo of... chickens and guns!”
Man, if ur gonna be a space pirate... u need something... [click here for more] |
Dungeon Masters Guild |
$1.00
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There are some sorcerers who empower their magics from an unholy fount pouring out from their very spirit. This taint within them proves that the innate magic within them likely comes from a fiendish heritage.
It is possible that some being in your ancestry was a greater demon or devil, or that a forbearer of yours was gifted some unholy boon that has corrupted them and their descendants.... [click here for more] |
Dungeon Masters Guild |
$1.00
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The arms race between the warlords of Avernus is on!
Each warlord has their own battlesmith and those guys love to spill blood in new and innovative ways. Want a whip that turns into a sword? They make that. Want a battleaxe that splits into two smaller, more different battleaxes? They've got warehouses FULL of them! Want a giant mace that deals psychic damage and makes your enemy explode into coins... [click here for more] |
Dungeon Masters Guild |
$1.00
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The role of spelljammers in combat is under utilized so I have plundered Ghosts of Saltmarsh and tried to convert and explain how ships can be used. There are also stat blocks for each of the Spelljammers in the form used in Saltmarsh.
... [click here for more] |
Dungeon Masters Guild |
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While traveling the Multiverse, Mordenkainen lost his spellbook in the dread domain of Barovia. A wizard found his spellbook and organized its secrets into different compendia. Do you dare crack its pages to glean insight into Mordenkainen's secrets of magic?
Thousands have downloaded Volume I of the Compendium. In the second volume, you learn the method to the madness of some of these quirks such... [click here for more] |
Dungeon Masters Guild |
$1.00
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WE ARE NOT ALONE
In the space beyond this world, beyond the forests of elves and the delves of dwarves and the shires of the halflings, lies a dimension of dream and thought, where one can move simply by thinking, and where a desire is all it takes to pass through to heaven or hell. There are people that call this vast, silvery void home, and this document starts the telling of their... [click here for more] |
Dungeon Masters Guild |
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Wild magic with a shadow influence, ordered so high numbers are beneficial and low numbers are detrimental. Use it for a different flavor of wild magic sorcerer or when in a place linked to the Shadowfell.
Want more wild magic? Try Divine Wild Magic, Primal Wild Magic, and Wild Psionics.
Want a dark adventure? Try Zombie City.
... [click here for more] |
Dungeon Masters Guild |
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An Enemy, a two-hour module for Tier 2, is the first of a series of adventures that will follow right after Spelljammer Academy (Part 4). As an alternative to Light of Xaryxis, each module will be balanced to take characters from levels 5 to 10. With recurring places and NPC's, it makes this a perfect starting point for recent graduates and fresh characters alike.... [click here for more] |
Dungeon Masters Guild |
$1.00
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NEW REVISED EDITION Includes:
Arena Gnomes as a playable race
Epic Boons
Me, your Voivode, as an NPC
MoAr stuff, less typos!
The Dungeonsports Coliseum floats through the Astral Plane attracting brave heroes, villainous cutthroats, and other desperate sentients from across the planes of existence with the promise of glory and riches. ... [click here for more] |
Dungeon Masters Guild |
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Have you ever been in the heart of the jungle, or deep within a cavern and found an arch, or doorway just seemingly out of place, sitting there waiting.
Who built it, what did they make it for? We can't answer the first, but the second question? Oh we've got the answers for you.
Now we can reveal, planar travel is as easy as stepping through a doorway, well first you;ve got to collect the key to... [click here for more] |
Dungeon Masters Guild |
$1.00
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Wild psionic effects, ordered so high numbers are beneficial and low numbers are detrimental. Use it for a different flavor of wild magic sorcerer or when stumbling through the Far Realm.
Want more wild magic? Try Divine Wild Magic, Primal Wild Magic, and Shadow Wild Magic.
Want to use that mutant brain of yours? Try Zombie City.
... [click here for more] |
Dungeon Masters Guild |
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Fulfill your need for speed!
Astral Combat Maneuvers (ACM) provides two new elements to ship combat for your Spelljammer campaign: a new airship, and rules for dynamic ship combat. With ACM, ship combat will feel more like regular initiative where each character's individual initiative roll matters. Using this new airship, your players' characters will get to use more of their features... [click here for more] |
Dungeon Masters Guild |
$1.50
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Almanac of the Hells (Volume II) is the second treatise in a series of compendiums that serve to flesh out the Nine Hells of Baator with new lore and monsters! Penned by the Darling, duke of Minauros and emmisary of Mammon, this volume contains:
*Rules for desecration-bringing the power of Baator into the Material Plane
*A new race, the Abyssal Spawnling, along with the Infernal Domain... [click here for more] |
Dungeon Masters Guild |
$1.95
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Welcome to Azorius Senate: Booster Pack 1 (Ravnica) for the Advanced Arcana: An Alternative Mana-Based Spellcasting System.
Within this Booster Pack 1: Azorius Senate, you will find the following:
14 New or Modified creatures from the Ravnica setting.
10 New Spells.
A new non-magical item; the Skyknight Lance.... [click here for more] |
Dungeon Masters Guild |
$1.95
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Infernal Magicks: A Guide to Spells in the Nine Hells supplies your DM toolkit with altered spell descriptions befitting a game set in an infernal setting, such as the Descent into Avernus adventure. Use spell descriptions to surprise, delight, and horrify your players with an infernal edge added to OVER 100 spells from... [click here for more] |
Dungeon Masters Guild |
$1.95
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The Nine Sins of Asmodeus
Which will you choose?
This accessory is designed to run alongside Asmodeus' Corrupted Grimoire and Chains of Asmodeus in order to provide depth and foreshadowing to your campaign.
Before a gaming session, or during a downtime break, encourage your players to think about a sin their character might have committed in their past.... [click here for more] |
Dungeon Masters Guild |
$1.95
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This mage city is built on the inner walls of a deep crater leading to a portal connected to the abyss that spews raging fiends daily.
The city was built by ancient archmages who sought to protect the world from the demonic infestation. To keep the dark entities at bay, the city has been adamant about training the most powerful wizards mortals can be.
Although... [click here for more] |
Dungeon Masters Guild |
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Enter the dream of dreams with the next installment of the Pantheons series. In this volume, you are introduced to the Vedic pantheon, the heavily syncretized family of deities at home in the lands of one of the oldest civilizations in the world. Thanks to the rules found in Beyond CR 30, these monsters pack more than a punch! Only the mightiest and best-geared of parties have the slimmest chance... [click here for more] |
Dungeon Masters Guild |
$1.99
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Throughout its history, the Spelljammer setting has had many types of spelljamming helms (and other things that can replace them). This PDF contains options for more helms than those found in the current rules.
There are 17 helms and 12 additional powers you can add to any helm.
Many of your favorites are here, including the Crown of Stars and the Forge Helm. ... [click here for more] |
Dungeon Masters Guild |
$1.99
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12 Exciting and Flavorful New Planar Subclasses for Heroes in the Forgotten Realms
"Asking me what my favorite subclass out of these is like asking me to pick my favorite child, its the 5th one (Martial Archetype: Conquest). Each archetype is immensely flavorful and you can really get a sense of the driving forces in the planes in the features and fluff text in each subclass."
-... [click here for more] |
Dungeon Masters Guild |
$1.99
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Fey Bargains: Trade and Trickery
Sell your voice for fey favours!
Swap your first-born child for long-lost fey secrets!
Suffer horrible fey consequences for your hubris!
Based on the Diabolic Deals rules found in Descent into Avernus, Fey Bargains: Trade and Trickery is... [click here for more] |
Dungeon Masters Guild |
$2.00
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Since they debuted in the Fiend Folio, the gith races have occupied a special place in Dungeons & Dragons lore. In this book you will find information to play githyanki and githzerai, brought to you by two long-time fans and planewalker.com contributors. Racial stats for the gith and the two subraces will allow you to build any sort of character you like and the unique subclasses... [click here for more] |
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You have met the people of the Astral Plane.
Now, meet their heroes.
Within these pages, uncover five new subclasses and seven example heroes representing the battles that rage in the eternal silver void.
Follow The Way of the Astral Dance, and free your body from the bounds of gravity
Defy the gods as a Cleric of the Great Unknown.
Swear the Covenant of... [click here for more] |
Dungeon Masters Guild |
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Jammin' in Avernus is a Spelljammer-inspired add-on for your Baldur's Gate: Descent into Avernus game!
This supplement includes: Two new vehicle stat blocks, two new monster stat blocks, and a new Avernian warlord, all with descriptions and suggested uses. This supplement was made using Ghosts of Saltmarsh, Waterdeep: Dungeon of the Mad Mage, and Baldurs Gate: Descent into Avernus as guides to... [click here for more] |
Dungeon Masters Guild |
$2.00
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Note from the Author
I wanted to just write a quick note about the content of this book, and really of this series. Getting to dive into languages is something super fun that I love doing - making conlangs is really a treat, and I love using them in my games. This new branch of the Lost Languages series takes a look at some of the more cosmic level languages, ones that are rarely spoken or used by... [click here for more] |
Dungeon Masters Guild |
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Origins
In the multiverse, there is mana; an ephemeral energy that creates and binds all things in the Weave. This energy is split into ten values: Deceit, Intellect, Death, Decay, Fury, Chaos, Life, Nature, Order, and Protection. In turn, the cosmic order split these values into pairs of two, and assigned to each a natural element that they would be bonded to.
Deceit and Intellect flowed like water,... [click here for more] |
Dungeon Masters Guild |
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Origins
In the multiverse, there is mana; an ephemeral energy that creates and binds all things in the Weave. This energy is split into ten values: Deceit, Intellect, Death, Decay, Fury, Chaos, Life, Nature, Order, and Protection. In turn, the cosmic order split these values into pairs of two, and assigned to each a natural element that they would be bonded to.
Deceit and Intellect flowed like water,... [click here for more] |
Dungeon Masters Guild |
$2.00
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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] |
Dungeon Masters Guild |
$2.00
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Most creatures don’t think much about time as a concept, let alone as a physical realm. If you are (or want to be) the exception to that rule, Timewalkers is for you!
This short-and-sweet supplement offers an overview of the Plane of Time as well as the following:
four new subclasses:
The Paladin Oath of the Temporal Champion
The Rogue Archetype of the Temporal Raider
The Warlock Chronomancer... [click here for more] |
Dungeon Masters Guild |
$2.00
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Four new warlords for your Avernus campaign!
Warlords of Avernus includes four new warlords for you to plug in your Baldur's Gate: Descent into Avernus campaign! The warlords are:
Algoran – the Flesh Hunter – is a tulgar, a rare breed of extraplanar humanoids. From a disbanded band of mercenaries, Algoran created the Collectors of Souls, a warband of tulgars that wants... [click here for more] |
Dungeon Masters Guild |
$2.45
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New Combat Actions for the Creatures in Baldur's Gate: Descent into Avernus
The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its... [click here for more] |
Dungeon Masters Guild |
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New Combat Actions for the Creatures in Curse of Strahd
The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the ground... [click here for more] |
Dungeon Masters Guild |
$2.95
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New Combat Actions for the Creatures in Out of the Abyss
The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the... [click here for more] |
Dungeon Masters Guild |
$2.95
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