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The Dragon's Dinner
by Michael W. [Verified Purchaser] Date Added: 06/03/2023 10:21:38

I used this in ToD and they loved it. Was quite deadly for them at level 4. A nice session. It took about 5 hours to complete



Rating:
[5 of 5 Stars!]
The Dragon's Dinner
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Puzzles, Predicaments, and Perplexities
by Forest R. [Verified Purchaser] Date Added: 06/03/2023 09:19:38

Great set of puzzles to drop into pretty much any setting. For someone like me, who loves using puzzles, traps, and related things in their games but is $h!t at designing their own, this has been a fantastic resource.



Rating:
[5 of 5 Stars!]
Puzzles, Predicaments, and Perplexities
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Candlekeep Mysteries: Lore of Lurue DM Resources Pack
by Anna G. [Verified Purchaser] Date Added: 06/03/2023 05:22:01

This is great, the maps are excellent as always and the material in the pdf is good to flesh out the adventure a bit more. The maps can be also used for encounters in wilderness, I've used the whole pack to run Lore of Lurue but I keep using some of the maps for my wilderness survival campaign, they fit perfectly. Would recommend wholeheartedly to anyone planning to run the adventure, this is probably one of the best resources for it on here.



Rating:
[5 of 5 Stars!]
Candlekeep Mysteries: Lore of Lurue DM Resources Pack
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{WH} The Witch, a character class of natural arcana and the old ways of magic
by Jacob C. [Verified Purchaser] Date Added: 06/02/2023 21:45:52

Though I've not had the chance to play one at the table as of yet I love the flavor of the class as a whole and the subclasses are so well thought out! Great stuff!



Rating:
[5 of 5 Stars!]
{WH} The Witch, a character class of natural arcana and the old ways of magic
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Theros Campaign Handbook
by Randy S. [Verified Purchaser] Date Added: 06/02/2023 19:33:30

This seems to be a good product but it has missing text on page 7 and page 9, and mostly all of page 21. The editing should have been a lot better. But the rest of the content is 5 star.....

I just did a download of the product again and the text on page 21 loaded.... maybe there was something wrong with the way it loaded. Hopefully no one else has issues with it.. like I said, the content is 5 star..



Rating:
[2 of 5 Stars!]
Theros Campaign Handbook
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The Blood Hunter
by Joseph H. [Verified Purchaser] Date Added: 06/02/2023 18:49:57

This is amazing a great explanation on arcane theory. If you are playing a wizard I would highly recommend to bring more to your spellcasting.



Rating:
[5 of 5 Stars!]
The Blood Hunter
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Bound: Player Options for Intelligent Tomes
by Samantha G. [Verified Purchaser] Date Added: 06/02/2023 14:32:45

I've had a lot of fun reading through this so far. I'm still negociating with my DM to let me actually play it but the class and race look both balanced and more importantly FUN. Meanwhile the idea of a war of ideas and words being fought between books over the ages is just cool as heck. I will def have that as a setting element of the next campaign i run even if there are no Tome characters or even if its not D&D.



Rating:
[5 of 5 Stars!]
Bound: Player Options for Intelligent Tomes
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FANTASY GROUNDS 5E Automatic Effects - All Rule Book [BUNDLE]
by Luca Z. [Verified Purchaser] Date Added: 06/02/2023 05:06:55

In many ways, these modules are better than the existing alternatives for Fantasy Grounds; personally I find these better than Rob Twohy's "Fantasy Grounds 5E Effects Coding" series, even.

The only criticism, so to speak, is that Rob Twohy's modules are always up to date with the latest WOTC releases, while we're still waiting for the Automatic Effects' module for Spelljammer and Dragonlance



Rating:
[4 of 5 Stars!]
FANTASY GROUNDS 5E Automatic Effects - All Rule Book [BUNDLE]
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Ythryn Expanded Towers of Magic Bundle - maps and extra content for Rime of the Frostmaiden
by Shem S. [Verified Purchaser] Date Added: 06/02/2023 02:56:44

This was amazing, for my players, this was their favourite part of the whole adventure whichis both praise for this author and critisism of RotFM. Gives fantastic flavour to Ythryn, interesting characters and great puzzles. The favourite was the tower of necromany and my players wanted to adopt lawrence.



Rating:
[5 of 5 Stars!]
Ythryn Expanded Towers of Magic Bundle - maps and extra content for Rime of the Frostmaiden
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Sacrifice Domain
by Ser N. [Verified Purchaser] Date Added: 06/01/2023 20:33:48

I enjoy the thematics of this class option, but it really lacks a lot of the things I look for in a 3rd party supplement. I have a decent number of issues with the way things are laid out and what we can (and can't) do with this class. I'll list out the good and the bad, and offer some possible solutions I've come up with in the couple days since I've had this PDF.

Domain Spells The domain spells are pretty cool honestly, most of them exemplify the idea of being a bursty, damage dealing cleric. Certain spells, like mirror image and magic circle (along with the wall spells), don't really seem to fit too well, but they're good utility spells just in general to have on any spellcaster.

Bonus Proficiency Again, not too much to complain about, if you're going to make a frontline damage dealing cleric, it's good to have the proficiency to use the highest damage dealing weapons, and the armor with the highest AC. It would probably be nice to have some flavor proficiencies, such as Athletics to signify your physical tempering needed to be a martyr, or Survival to signify the hardships you might have put yourself through during your study and dedication to a god that values putting your body on the line for others.

Tunnel Vision Here's where I have my first major complaint with the class. The main issue with how this is written is that there's no bounded limit to the amount of added damage or healing someone can add using this feature. With the Rules As Written approach, a player can add an unlimited number of hit points to any number of attacks they currently have. If someone figures out that the goblins each have 10 HP, and they roll a 6 for damage, they know exactly how much HP they need to dump in order to finish the goblin off, and the encounter just boils down to "How much damage do I need to take to finish off this creature?". My suggestion would be to have this feature be the first time we use Hit Dice as a currency: Once per turn, you roll a limited number of Hit Die (perhaps up to half your cleric level), taking that much damage, and you can add either healing or damage equal to the amount of damage you took from the roll. It still gives the feeling of risk from sacrificing your own vitality for extra effect, but prevents the intense calculations of dumping the exact number of hit points to kill a creature if the player knows what the damage threshold is.

Channel Divinity: Sacrifice Self This one is probably the most egregious error of the Domain as a whole. I think there's a good base to the feature, and it is extremely thematic to the idea of martydom, but the execution is lacking severly. There's so much that is unmanageable about this feature. Every creature within 30 feet takes the damage, so you have to already be in a good position to avoid catching allies and (more importantly) as many enemies as possible in the blast. Which means you can't press the self destruct button too late in the fight, or your friends are likely not going to make it out of range safely, or you only catch some enemies, but not ensuring the rest of the party's safety. Then, the damage is ok for dealing with most threats, but if you're dealing with a boss monster, you have to ensure that you've dealt a decent amount of damage to make the sacrifice worth it, otherwise you've just contributed to the death spiral, and you (as the cleric) have left the rest of the party with much less support than if you were alive. And finally, the kills the character instantly tag really limits the use of this feature. Of course you want this to be a "final gambit" move, but there honestly may not be a good opportunity to use this ability, or I might have grown heavily attached to the character, and it really locks the player out of, essentially, the key feature of this class. Changing just a few key words would really make this a useable feature and make it useful and impactful throughout the campign, but still have that intense all or nothing risk factor we so love. First, I would rework the damage, allowing the player to Expend a number of Hit Dice, then roll a number of d12s equal to twice the number of Hit Dice you expended. You and each creature of your choice within 30 feet of you takes that much Force damage. Any creature brought to 0 HP by this ability is instantly killed, and cannot be brought back to life by anything short of a Wish spell or divine intervention. This allows the player to risk big to deal a huge amount of damage to a number of creatures, avoid any friendly fire, and it doesn't (immediately) end a character's career, but still has the chance to if the player makes a bad gamble.

Last Man Standing Another really good start to a feature, but lacks the final touch to bring home the reward part of the "risk reward" factor. I like the idea of making a final swipe or two at an enemy before you go unconscious, and there's already a limit of once per long rest, so there's no need for extra bounds to prevent abuse. I would add in a small adjustment to the text to give the player a nice bonus: When an enemy reduces you to 0 hit points, you can use a reaction to make UP TO two melee attacks before falling unconscious. Each successful hit gives you one death saving throw success, and each miss gives you one death saving throw failure. I believe this would allow a player to, again, make the choice to risk big for extra damage, and possibly an easier time getting back to stability, but also the chance to really whiff it and cause serious tension over the next few rounds.

Saving Grace Similar issue to the Tunnel Vision feature, no hard limit on how many times you can use this feature (aside from the obvious Hit Dice limit), but also it doesn't feel wholey unique with the myriad of raw reroll mechanics in 5E. There's already plenty of abilities and spells that allow a reroll, and depending on the DM, you could stack some of the other ones together, if RAW doesn't already state they have to use the new roll. Plus it feels really bad to roll a 2, spend the hit dice, and still roll a 2 on the 2nd try. I acknowledge there are different design philosophies, but I would much rather have a random bonus (based on the Hit Dice I expended), and possibly save a middling roll that could've succeeded. The slight alteration of: you can spend a Hit Die and roll it, adding a bonus equal to the number rolled. would be a good adjustment to make that possible.

Blood to Mana As upset as I was with the Channel Divinity option, this one feels more disappointing. This is a direct copy of another feature Sorcerers already get at 2nd level, Flexible Casting, but using Hit Dice instead of an additional resource of Spell Points. This is the only feature that I think has no actual redeeming quality or reworkable aspects, because it's entirely unoriginal outside of the adjustment to the resource spent. This Domain capstone would need to be completely reworked in my opinion, and I have spent a bit of time thinking of something that would synergize with most of the previous features as well.

New: Blood Barrier Whenever you expend any number of Hit Dice, you can choose one of those Hit Dice and gain 3 times the result of the rolled Hit Dice as Temporary HP. While you have Temporary HP gained from this feature, you have resistance to nonmagical Bludgeonning, Piercing, and Slashing damage.

This new feature is both untested and unbalanced, but I think it's definitely a step in the right direction for an impactful capstone feature, something that will heavily synergize with the theme of the class, but also keep with the frontline style the class has embodied through the features listed. I also personally like the bonus that it gives a small buffer to the damage you take from features like Tunnel Vision and most notably Channel Divinity: Sacrifice Self, possibly allowing the dice to let you have that glorious finale, but by the grace of your god, climb out of the rubble when everyone thinks you dead, and the DM didn't have to do anything but sit back and watch.

Final thoughts I want to say that this PDF didn't personally meet my standard for what I expected when reading "Sacrifice Domain", but what it did do was really get my gears going. I'm a person who normally leans towards DMing, but I haven't had a serious brainstorming session about designing a set of class features in a very long time, and it was a really fun experiment to take something I saw potential in, and loosely shape it into something I personally would want to play as a player, and something I'd be excited to see at the table as a DM. I truly do want to thank everyone involved in the production of this PDF, despite my (admittedly) harsh criticisms. I sincerely hope some of the rantings didn't come off too harsh, and that possibly I help with future productions or even just enhancing someone's time at the table.



Rating:
[3 of 5 Stars!]
Sacrifice Domain
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Moon over Graymoor
by han n. [Verified Purchaser] Date Added: 06/01/2023 12:20:37

A great adventure for first time DMS and new players! I've run this adventure multiple times for players with a variety of experience, and it's always been a hit. The one flaw I can see in it is that if your party is really thorough with exploring, it can make the final encounter anticlimactic. Also, there's only one scripted combat. I liked the suggestion of another reviewer to add an encounter with some wolves on the road to Graymoor, and I think I'll incorporate that next time I run it. Other than that, the characters are really memorable, and it gives players a great chance to RP and use their heads!



Rating:
[5 of 5 Stars!]
Moon over Graymoor
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Trials of Wit and Might
by Giampaolo C. [Verified Purchaser] Date Added: 06/01/2023 04:19:19

nothing groundbreaking, but a good resource on skill challenges.



Rating:
[4 of 5 Stars!]
Trials of Wit and Might
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Curse of Strahd: The Tome of Strahd
by Chris R. [Verified Purchaser] Date Added: 06/01/2023 04:10:56

Very flavourful, very useful handout. I didn't end up using it though. One note for the creator: please include a solution to the puzzle, as I wasn't able to figure it out myself xD



Rating:
[4 of 5 Stars!]
Curse of Strahd: The Tome of Strahd
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The Interactive Tome of Strahd
by Chris R. [Verified Purchaser] Date Added: 06/01/2023 04:08:45

This is a very well known nad loved suppliment in the community, it adds depth to the Tome of Strahd, it adds subplots and gives the players information about Strahd that they personally experience through their characters. I give it 5/5 stars and am delighted to do so. That said, I didn't use it. It doesn't match my style of play, it extends an already very long module, and I wanted to do something slightly different with my Tome of Strahd. Unfortunately, I wasn't able to really pull anything useful from this suppliment, but that's entirely on me. This is either a 0% useful or 100% useful document, and I recommend checking it out to see if it fits in your campaign.

I could imagine running it in future runthroughs of the game.



Rating:
[5 of 5 Stars!]
The Interactive Tome of Strahd
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Curse Of Strahd Magic Item Handouts
by Chris R. [Verified Purchaser] Date Added: 06/01/2023 04:03:42

Interesting suppliment, didn't end up using it though.



Rating:
[4 of 5 Stars!]
Curse Of Strahd Magic Item Handouts
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