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Might vs. Magic

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Might vs. Magic is a themed character option supplement that celebrates the age-old conflict between warriors and spellcasters! From popular anime, to classic computer RPGs, to Artorian myth, fighters and wizards have always been at each other’s throats. So I say... Why not make a game of it?


First up, the belligerents in our war of (power) words:

  • Fourteen new archetypes! One for each of the most popular classes in Fifth Edition...

    • The Dismantler, an Artificer profession who specializes in magical disjunction
    • The Path of the Pactbreaker, for Barbarians who seek to return the world to the Old Ways
    • The College of Propaganda, a Bard career which turns the power of artistry against society’s scapegoats
    • The Order of the Graven Sky for Matt Mercer’s Blood Hunter, who make sculptures of their foes
    • The Purity Domain, with which Clerics of judgmental faiths may obsess over perfection
    • The Circle of Fathoms, for Druids who represent nature’s deepest, most alien phenomena
    • The Mana Vessel, a Fighter who leverages lingering magic from other creatures to their own ends
    • The Way of Eight Ruins, which guides Monks towards a simpler world at any cost
    • The Oath of Humility, whose adherent Paladins live lives of dignity and equity
    • The Reclaimer, for Rangers seeking to use their own array of traps to turn the table on so-called “dungeons”
    • The Nemesis, a Rogue bent on arcane sabotage, as seen leaping into action on our cover illustration
    • The Tyrant Bloodline, the origin of Sorcerers whose ancestors violated every law of magic and morality
    • The Magnate, a Warlock Patron who knows better than any other how to leech the labor of others
    • The Sage of the Sevenfold Veil, our throwback to Third Edition arcane madness, front and center on our cover art
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  • Over 20 new spells! Featuring new additions to existing class spell lists, such as...

    • A replacement and expansion for the volatile, overpowered Fifth Edition counterspell
    • Exciting new ways to play off of enemy spellcasters, including absorb spell and even reflect spell
    • Spells that are just too hype not to publish, like volcanic lightning and conjure phalanx
    • Terrifying high-level magic that can literally take your foes’ breath away, or even rob them of their spellcasting abilities forever
  • Over 30 new magic items! For DMs looking to reward players on either side of the Might vs. Magic divide, including...

    • The Adamantine Guillotine, which once deployed can end immortal lives with ease
    • Journey’s End, a legendary wand that recharges its awesome power when its wielder witnesses tragedy
    • The Eggshell Walkers, which prevent less artful adventurers from putting their foot in their mouth
    • Meteoric Rise, a legendary greathammer that can knock its prey hundreds of feet into the air
  • Plus Variant Rules, the Revolutionary Background, and brand new illustrations by Vittoria Pompolani and Benjamin Bauchau!

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Might vs. Magic is setting-agnostic, but it's perfect for any world that relishes the conflict between warriors and wizards, such as a culture with a “magocracy” ruling class, or a tribe with a taboo on spellcasting. It also fits into a party where players want a more cerebral approach to countering spells. But if one of the new archetypes speaks to you, you can always just plug that subclass and any associated spells into an existing campaign!

Take a look at our preview, and show it to your crew if you’re always itching for new character options and magic items. However, if I may channel my inner pitch-man for one more moment… that’s not all!

CONTENT UPDATE! Might vs. Magic has been upgraded with the new Revolutionary Background. Roll up a character who has committed themself to the political upheaval of an oppressive status quo!


If you're looking for something a bit more whimsical, check out my second supplemnent: Wild Magic for Every Class! It's bound to make life more lively, whether for players looking to spice their character up with 700 new random Wild Magic Surges, or Dungeon Masters looking to add a Wild Magic effect to an enchanted environment.

For something a little more hardcore, check out my first DM's Guild entry, Last Stand - A Worthy Death. Epicness insurance is not for the faint of heart! Included in this supplement are over 40 new character options called "Last Stands," designed to make sure that player character permadeath feels dramatic, rewarding, and memorable.

But you can get Last Stand for free!

Simply copy this link into your browser and sign up for our mailing list! (DMs Guild does not allow direct external linking)
https://forms.gle/9n4N47bDawKvJuL48

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Discussions (1)
Customer avatar
Rory W September 23, 2020 9:16 pm UTC
PURCHASER
Seems like some really fun and powerful archetypes. I can't wait to convince my DM to let me use them. Couple things I noticed, specifically in the Dismantler section: First, for the 5th lvl archetype spells, there is Antimagic Burst but no spell with that name later in the supplement. I think you meant Antimagic Flash? Second, under the second bullet under Neutralize you say Magic Reach Weapon, but the first bullet gives you Martial Reach Weapon proficiency. Is this intentional, or is it with Martial Reach Weapons that you can add your Int Mod?
Reply
Customer avatar
David P September 23, 2020 10:03 pm UTC
CREATOR
Darn, I knew one of the spell renames would sneak by my edits! I’ll have a revision up for that, and clearer reach weapon language, tonight. Thanks!
Reply
Customer avatar
David P October 06, 2020 6:10 pm UTC
CREATOR
Forgot to give a heads up at the time, but I fixed this, as well as adding the Revolutionary background, a week or two back! Cheers.
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File Last Updated:
September 29, 2020
This title was added to our catalog on September 16, 2020.