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Quick Guide to Creating Necromancer Villains


There are few things more terrifying than the realm of death and decay. All living things want to avoid death, so what could be better than a villain who is fascinated with death and false life?

This article will take you through the basics of Necromancy and give you the foundations of how to build the perfect Necromancer Villain for your Dungeons and Dragons campaign!

How do you build a necromancer villain in Dungeons and Dragon 5e? To build your necromancer villain, you will need to:

  • Choose a Class
  • Understand the unique class abilities for necromancers
  • Choose your spells
  • Choose your Villain’s Scheme and Methods
  • Set your Villain’s lair

Basics of Necromancy

A Necromancer is different from an Undead villain. A necromancer is not him/herself undead, they create undead by manipulating the life energy that flows through all living things. If you are looking for Undead villains, Mummy Lords, Vampires and Lichs make great options.

If you are looking for a pre-made campaign with an undead villain, I highly recommend “Curse of Strahd” you can pick it up at your local game store.

The art of necromancy is about tapping into the energy that creates life and manipulating it for help or harm. Necromancers can both prevent death with cantrips like “Spare the Dying” or create undead servants from decaying bodies.

Necromancy and Your World

Most societies frown upon the use of Necromancy, seeing it as a dark art to be avoided. If you want to use a necromancer villain, I would suggest making necromancy and necromancy spells taboo in your world.

Tell your players that your world does not look kindly upon necromancy spells or those who cast them and that taking any necromancy spell could have serious consequences.

Of course, this isn’t to say that if a player has a neat character idea involving necromancy that you should automatically say no. But players should avoid taking necromancy spells just because they can.

Doing this will automatically set your villain apart and will make your players take notice when they first encounter him/her.

Alternatively, you can create a world where necromancy and dark arts are celebrated. In this world, reanimation is common, though only the most powerful can achieve it.

In this world, your villain could be the “power behind the throne” who has been working for decades to get pro-necromancy laws passed so he/she could create undead armies in the open.

These armies were supposed to be for the protection of the kingdom, but the zombies only obey their master and now, after years of careful planning, he/she can finally take the throne they deserve.

Creating a Villain

When I create a villain, I go through much the same process I use when I create an NPC or PC.

To create a villain that feels like a real person and not just a trope, think about these aspects:

  • Specialties– What is it that he/she is especially good at? It could be speaking persuasively, manipulating situations, creating connections, or any other useful talent. Every NPC or Villain should have specialties on which he/she relies heavily. 
  • Descriptions– I like to have a complete background written (not just in my head) for my villains. Part of this includes a detailed description of their physical appearance. When you are doing this, make sure they have something that really stands out, like a calling card. It could be a scar, a smell, or an item. Whatever it is, always include it. This will create a strong sense of recognition for your players and can be used as a hint or connector before they know who the villain is.
  • Wholistic Personalities– Villains tend to be one dimensional. They are evil, have an evil laugh, and do evil things. But this doesn’t have to be all there is to them. Creating full and true to life personalities for your villains will go a long way in creating connections with your players. Make sure to include noticeable ticks, flaws, and positive traits. Remember, villains are people too!
  • Emotional Connection to PCs– Find a way to make the villain’s schemes personal. They could be an old friend of one of the PC whom they assumed to be dead or they could be the one that razed a PC’s village to the ground. Whether good or bad, there needs to be a connection, or the players are not likely to care.

For the complete process on how to create each aspect of your Villain’s personality, make sure to read the complete guide in my post on “Creating Unforgettable NPCs”

The next step will be to decide what class you want your necromancer villain to be.

Best Necromancy Classes

Although nearly every class has access to at least some necromancy spells, some classes lend themselves more to the archetype than others.

Here are my top picks for classes when creating a necromancer villain in order of preference. 

Wizard

My top pick for a necromancy villain is a wizard because they can take the most necromancy spells. Wizards also have some neat necromancy abilities that will come in useful during your epic boss fight.

I also like to use Wizards for Necromancers when I don’t want the plot tied to a god or patron, this allows me to focus on the character’s own personal vendetta or crazed mind instead of blaming it on an otherworldly being.

Necromancer Wizard Abilities (p 118 PHB)

The basic necromancy abilities for Wizards come straight from the Player’s Handbook. However, because this is your villain, feel free to dress him/her up with your own homebrewed feats, abilities, or legendary actions (more on that below) depending on the villain’s Challenge Rating and level.

If you don’t know what “homebrewing” is, or you have never done it before but would like to try, I have a complete guide that will make you a homebrewing expert in no time.

Abilities by Wizard Level

Grim Harvest (2nd Level)

Once per turn, when your villain kills a creature by using a spell of 1st level or higher, the villain regains hit points equal to twice that spell’s level or three times the spell’s level if it is a necromancy spell.

Undead Thralls (6th Level)

Add the Animated Dead spell to your Villain’s known spell list. This spell now targets one additional body or pile of bones and when the villain creates undead using a necromancy spell, it now also:

  • Increases each creature’s hitpoint maximum by the villain’s wizard level
  • Adds the villain’s proficiency bonus to its weapon damage.

Inured to Undeath (10th Level)

Your villain gains resistance to necrotic damage (as he/she should).

Command Undead (14th Level)

Your villain can control other undead creatures that he/she did not create. The villain can target one undead creature it can see as an action, if the targeted creature fails a Charisma saving throw against the villain’s spell save DC, it becomes charmed until the spell ends or is used again on another creature.

As you can see, these abilities would be very useful to a necromancy wizard attempting to create an army of undead to take over the world. But there are other classes that work well for this build, my next choice is Warlock.

Warlock

Warlocks make excellent necromancer villains because so many of the possible patrons are dark and evil creatures already. Many Demon Lords or fiends would gladly make a pact with a warlock, granting power of unnatural life in exchange for creating mass chaos and pain.

If this is the direction you want to take your plot, warlocks are a great option.

Necromancer Warlock Abilities (p 109 PHB)

To make a necromancer warlock, use the Fiend patron. Fiend Warlocks in particular are a good choice because the abilities they grant fit well with a necromancer villain seeking to cause chaos and destruction on behalf of their patron.

You can find these abilities in detail in the Player’s Handbook.

Warlock Abilities by Level

Expanded Spell List (1st Level)

Fiend Patrons allow for some extra spell options. Though you do not have to take these for a necromancer archetype, they could add some flair to the game, such as Command, Wall of Fire, and Hallow.

This list also gives you access to the necromancy spell Blindness/Deafness, which I would recommend taking for this build.

Dark One’s Blessing (1st Level)

When your villain reduces a hostile creature to 0 hit points, the villain gains temporary hit points equal to their Charisma modifier + warlock level.

Dark One’s Own Luck (6th Level)

Once per short/long rest, you can add 1d10 to any ability check or saving throw. You can even choose to do this after you see the roll.

Fiendish Resilience (10th Level)

After a long or short rest, you can choose one type of damage, (fire, cold, necrotic, etc.) and you become resistant to this type of damage until you change it using this feature.

Hurl Through Hell (14th Level)

My personal favorite and the main reason I chose this patron type:

Once per long rest, when you hit a creature you can choose to instantly teleport that creature to hell. The creature disappears and spends the round hurdling through a nightmarish landscape, reappearing at the end of your next turn. The creature takes 10d10 of psychic damage from the experience.

Cleric

Not all clerics are forces of good. Those who serve the gods of death and destruction become the embodiment of evil and pain. Clerics of the Death Domain serve such gods and they demand constant sacrifices for their dark purposes.

Death Cleric Abilities by Level (p 96 DM’s Guide)

Death Domain Spells

This class gives the Death Cleric the ability to take necromancy spells they otherwise wouldn’t, such as False Life, Vampiric Touch, and Antilife Shell. You absolutely must use these with your players.

Bonus Proficiency (1st level)

Gains proficiency with martial weapons.

Reaper (1st Level)

Your villain learns one necromancy cantrip (your choice) from any spell list. If that cantrip targets one creature, it instead targets two, as long as the targets are within 5 feet of each other.

Channel Divinity: Touch of Death (2nd Level)

When the villain makes a successful melee attack, they can choose to Channel Divinity and add an extra 5 + 2 times their cleric level in necrotic damage. This means that if your villain is level 20, they can choose to add an additional 45 points of necrotic damage using Channel Divinity. 

Inescapable Destruction (6th Level)

Necrotic damage dealt by spells and Channel Divinity now ignores resistance to necrotic damage.

Divine Strike (8th Level)

Once each turn, the Death Cleric can choose to add 1d8 of necrotic damage to successful melee attacks. This increase to 2d8 at 14th level.

Improved Reaper (17th Level)

When the Death Cleric cast any necromancy spell from 1st-5th level, that spell now targets two creatures instead of one, as long as the targets are within 5 feet of each other.

Necrotic Spells

There are a variety of spells your necromancer could take, depending on the class you chose and what you want to accomplish.

To help you choose your spells, or maybe come up with some ideas, I have listed all the necromancy spells from the Players Handbook below along with short descriptions. Check them out!

There are more necromancy spell options available in the additional resource book Xanathar’s Guide to Everything which are not included in this list. If you want to pick it up to use those spells, you can get it at your local game store.

Animate Dead (p 212 PHB)

This spell creates one undead servant from a corpse of pile of bones. On each turn, you can mentally command any creature created with this spell. This spell last for 24 hours and you can use it multiple times to create multiple servants.

Astral Projection (p 215 PHB)

This spell allows the caster and up to 8 willing creatures to project their astral bodies into the Astral Plane. While the spirits of the beings are gone, their bodies enter into a state to suspended animation, they do not require food, air, or water and they do not age. (This spell could be fun to have been used on a counsel of ancient Wizards, preserving their bodies for the time when they would be needed)

Bestow Curse (p 218 PHB)

You touch a creature, if they fail a Wisdom Saving Throw, they are cursed. You can choose one of the curses below when you cast the spell:

  • Disadvantage on ability checks and saving throws that rely on one ability (strength, dexterity, etc.)
  • Disadvantage on attacks rolls made against you
  • Target must make a wisdom saving throw at the beginning of each turn, if it fails it wastes its turn doing nothing.
  • Your attacks and spells deal an extra 1d8 of necrotic damage.

Blight (p 219 PHB)

A target of your choice within 30 must make a Constitution saving throw, on a failed save it takes 8d8 of necrotic damage, on a successful save it take half damage.

Blindness/Deafness (p 219 PHB)

You can blind or deafen a foe. On a failed constitution saving throw, it is blinded or deafened. At the end of each of its turns, the target can make another constitution saving throw, on a success, the spell ends.

Chill Touch (p 221 PHB)

This ranged spell attack hits for 1d8 of necrotic damage and cannot regain hitpoints until the start of your next turn

Circle of Death (p 221 PHB)

A sphere with a 60 foot radius causes each creature caught in it to make a constitution saving throw, on a fail the target take 8d6 of necrotic damage, and half as much on a save. Casting this spell at higher levels increase the damage by 2d6 for each spell slot above 6th.

Clone (p 222 PHB)

This spell grows a duplicate of a living creature inside a vessel. As long as the clone remains inside the vessel, it does not age and can endure indefinitely. At any time after the clone matures (which take 120 days) if the original creatures dies,  its soul transfers to the clone, retaining all its knowledge, memories, and personality. (Talk about a plot!)

Contagion (p 227 PBH)

Your touch is death. On a successful melee attack, you can choose to inflict the creature with one of the diseases listed below:

  • Blinding Sickness– Creature has disadvantage on wisdom checks and saving throws and is blinded.
  • Filth Fever-Creature has disadvantage on strength checks and saves and attack rolls that use strength
  • Flesh Rot- The creature has disadvantage on all Charisma checks and vulnerability to all damage.
  • Mindfire– The creature has disadvantage on intelligence checks and saving throws and the creature behaves as if it is under the effect of the Confusion spell during combat
  • Seizure– The creature has disadvantage on all dexterity checks and saving throws and attack rolls that use dexterity
  • Slimy Doom– The creature has disadvantage on constitution checks and saving throws and whenever the creature takes damage, it is stunned until the end of its next turn.

Create Undead (p 229 PHB)

(Only usable at night) Choose up to three medium or small humanoids who become ghouls under your command for 24 hours.

Eyebite (p 238 PHB)

One creature within 60 who can see you must make a wisdom saving throw to suffer one of the following conditions of your choice:

  • Asleep– Target falls unconscious until it takes damage or another creature spends its action to wake it up
  • Panicked- Target is frightened of you. It must move away from you, effect ends when it moves 60 feet away and can no longer see you.
  • Sickened– Target has disadvantage on attack rolls and ability checks. Effect ends when the target makes a successful wisdom saving throw.

False Life (p 239 PHB)

Gain 1d4 + 4 temporary hit points

Feign Death (p 240 PHB)

You can touch one willing creature and put it into a cataleptic state that is indistinguishable from death during, even from inspection by magical means.

Finger of Death (p 250 PHB)

Target must make a Constitution saving throw, on a fail the target takes 7d8 + 30 necrotic damage or half as much on a success. Any humanoid killed by Finger of Death rises as a zombie on the start of your next turn and is permanently under your command. (Because there is nothing quite like killing the party with their own party members.)

Gentle Repose (p 245 PHB)

This spell prevents decay for 10 days and can be recast.  (If you are using the scheme of resurrecting a lost loved one, this spell could keep them from decay until the necromancer was able to resurrect them, but they must return to the body every 10 days.)

Harm (p 249 PHB)

On a failed Constitution saving throw, the target takes 14d6 of necrotic damage and its hitpoint maximum reduced by that same amount for one hour. It takes half as much on a success and the hitpoint maximum is reduced by half the damage amount.

Inflict Wounds (p 253 PHB)

A melee spell attack that deals 3d10 of necrotic damage, or an additional 1d10 for each spell slot over 2nd level.

Magic Jar (p 257 PHB)

*Plot Device!*

You can put your soul into an ornamental container valued at 500 gp or higher. While in the jar, you are aware of your surroundings but you cannot move or use reactions. The only action you can take is to project your soul up to 100 feet to try and possess another body.

The targeted creature must make a charisma saving throw. On a fail, the creature’s soul is sucked into the jar while your soul possesses the creature’s body.

Once you possess a body, you control it and the creature’s soul is stuck in the jar and cannot take any actions.

Only when the container is destroyed does the spell end. If the host body dies, you can make a charisma saving throw against your own spell save DC, on a success, you reenter the container and the creature’s soul goes on to the afterlife.

Raise Dead (270 PHB)

You return a creature to life that has been dead no longer than 10 days.

Ray of Enfeeblement (271 PHB)

A ranged spell attack that, on a hit, reduces the damage of weapons which use strength to half.

Ray of Sickness (p 271 PHB)

A ranged spell attack which, on a hit, deals 2d8 poison damage. The target must make a Constitution saving throw, on a fail, the target is poisoned until the end of your next turn.

Resurrection (p 272 PHB)

You return a creature that has been dead for no more than a century to life with all its hitpoints.

Revivify (p 272 PHB)

You return a creature that has died within the last minute to life with 1 hitpoint.

Spare the Dying (p 277 PHB)

You stabilize a creature that has fallen to 0 hitpoints

Speak with Dead (p 277 PHB)

You animate a dead, intelligent creature with the ability to answer 5 questions. This can only be done once every 10 days.

True Resurrection (p 284 PHB)

You return a creature that has been dead no longer than 200 years to life.

Vampiric Touch (p 285 PHB)

A melee spell attack that, on a hit, deals 3d6 necrotic damage and you heal half of that amount.

Schemes & Methods for Necromancer Villains

Scheme Ideas

Why is your villain doing what they are doing? What is his/her motivation, and “Because they’re evil!” isn’t a good enough answer.

Your villains should have a reason for everything they do. Even though it may not make sense to the world, it should make perfect sense to them. What makes them the way that they are? What is their purpose?

If you haven’t decided on this yet, here are some ideas to get you started!

Resurrection/Revenge of a Loved One

Someone very close to this person (parent, teacher, lover) was killed by a curse or a rival. The necromancer could either trade his/her soul for the power to resurrect them or spend their life in search of the knowledge that can bring them back to life.

Will of the Master

Before the patron reached out to strike a contract, perhaps your villain was lonely, neglected, or abused. Perhaps this otherworldly creature is the only thing that has ever paid them any attention, and they would do anything for that attention. Anything.

Ascend to Godhood 

The desire to obtain power is quintessential to human nature. A powerful wizard may see godhood as something he/she can obtain, after all, it has happened once before.

Obtain Immortality/ Steal a Body

Perhaps your villain isn’t bent on world domination instead they simply care about living…forever.

Using the spell Magic Jar (above) a wizard has kept himself alive for centuries by stealing other people’s bodies. Your party finds a beautiful, expensive, ornamental container while exploring a dungeon and now the wizard waits to see whose body he will steal this time. Once he possesses the body, the rest of that party must find a way to get their friend back.

Method Ideas

After you have a purpose in mind for your necromancer, you need to decide how they plan to reach their goal. Do they plan to resurrect an ancient god by gathering worshipers to become human sacrifices? Here are some method options, pick one that makes sense for your purpose:

  • Agricultural devastation: Drought, Blight, corruption of forests, famine
  • Assassinations of any powerful person that could stand in his/her way
  • Captivity: the taking of slaves, gathering worshipers, gathering of mass living sacrifices
  • Control of a natural resource, region, or geographic location
  • Mayhem: Animating corpse and letting them run wild, gathering powerful undead, summoning monsters, or creating rifts to other plans
  • Spreading a Disease: Perhaps there aren’t enough dead bodies for your necromancer villain to play with. They need more, and quickly. Your villain could spread a devastating disease throughout the kingdom for the purpose of creating bodies to animate. If you like this idea you can see my post on deadly diseases in d&d 5e which includes a step-by-step guide on how to make your own disease.

If you need more ideas, check out the chart on page 95 of the Dungeon Master’s Guide.

A Necromancer’s Lair

Finally, to set the stage for your Necromancer Villain, you need to create their lair. Remember, location, location, location!

When I am creating a lair, I think about the following things:

  1. Where is it located? On this plane or another? It should be a place that is difficult for the party to find. If part of your methods include controlling a region or geographic location, where would the lair be located in that specific area?
  2. Is it hidden? Obviously, there won’t be a sign that says, “Final Boss, This Way!” but how hidden is the lair? Some villains take precaution so seriously that their lair would be nearly impossible to find while others prefer to “hide in plain sight.” Which will your villain prefer?
  3. What will the party find inside? Again, this depends on the personality of your villain. Are they the kind that likes traps, monsters, and illusions? Or are they the straight-forward, “come-get-me-if-you-can” type? This category should also include magical items and treasures that the party could find. I like to make sure I know exactly what the party could find in there and where it is located before they venture inside.
  4. Where do they keep the bodies? For a necromancer, bodies are necessary. Animate Dead, Create Undead, and spells like them require a corpse to already be present, and you can bet a necromancer’s lair would have plenty. What condition are they in and where are they kept? Is your villain the neat and clean type, or more likely to have them strewn around everywhere?
  5. Where do they keep their secrets? Every villain has a secret, whether it is a secret weapon or a secret weakness, where do they keep it? It is good to think about this ahead of time as you can leave the party hints about it throughout the campaign (or in case they unwittingly stumble across it before meeting the boss).
  6. If they are a high level or ancient evil, what lair effects might occur inside the lair? Note: Dragon Lair Effects have their own rules, but you can homebrew a Villain’s Liar Effects, some ideas could include:

Difficult Terrain: Make an area within the lair difficult terrain until the top of the next round.

Obscure Sight: Make an area within the lair obscured until the top of the next round.

Snaring: Objects appear that ensnare creatures within the lair (or on hostile action). Dex save to avoid, Str (Athl) / Dex (Acro) to break free. A great option to add flavor would be animated hands (yep, just the hands) that crawl out of everywhere and grapple the party.

Knockdown: The lair shakes or does something that knocks characters prone if they fail a Dex save.

Light Changing: Magical darkness or light that can block normal and darkvision, etc.

Heal Dampening: Stop a target or targets from healing for the round.

Spell Dampening: Make spell effects act as if targets have advantage on saves, or resistance to the damage type.

Effect on Enter/Exit: Perform a single action, ability, or spell effect on an entrance or exit of the lair.

Monsters for Your Necromancy Campaign


While zombies and skeletons have their purpose, they don’t have to be the only creatures in your necromancy campaign. There are lots of terrifying undead creatures your villain could use!

You players are expecting standard zombies, why not take them by surprise by using Bodaks, Husks, or even Shadows. 

For more ideas on terrifying undead monsters that aren’t zombies, check out this post.

Now that you have done all that, you have a necromancer villain ready to sow seeds of chaos on the world you have created. May the gods have mercy on their soul…

Until next time,

May your game have advantage, my friends!

-Halfling Hannah

Your Complete Guide on When to Roll in Dungeons & Dragons 5e


Dungeons & Dragons is famous for its dice. The iconic twenty-sided die is almost synonymous with the game. These dice determine what your players can do and how well they can do it, but how do you know when and what they should be rolling? I have put together an exhaustive, easy to navigate list that will ensure you are rolling at the right times.

When should you roll the dice in Dungeons and Dragons 5e? During combat, you will roll a d20 to determine initiative, for attacks, saving throws, and checks, as well as several of the smaller dice for dealing damage. Outside of combat, you will roll the d20 to determine success or failure in a number of different skills that rely on abilities, such as strength, dexterity, or wisdom.

There are a lot of opportunities to roll the dice in Dungeons & Dragons. Nearly every action will be determined by a roll of the dice, but, most often, players aren’t making straight rolls. These rolls will have a modifier added to them for proficiency in the skill set, and not all skill sets are equal.

Because of this, it can be confusing to know when an action calls for a strength check vs. a dexterity check, or an intelligence vs. wisdom check. But, depending on the skill being used, one skill could help a player while the other could hurt them, thus having a huge impact on the outcome of the roll.

The same is true for Initiative and even when not to roll and just let the player automatically succeed. All of these can change the course of the game.

When to Roll Initiative

Initiative is the order in which players and monsters attack in a single round of combat. To determine initiative order, all players and monsters should roll a D20 and add their Dexterity modifier. All combatants then take turns in combat going from highest to lowest. 

For more guidance on running combat, check out my article on New DM’s Guide to Running Combat

When the Party can No Longer Avoid Combat

You should tell your player to roll initiative only when there is no other option except for combat. If the players are trying to sneak around a creature, or are actively avoiding combat, do not roll initiative. Just because the players can see a monster, doesn’t mean they are in combat yet. However, when the monster see them, or a player makes an attack, that is a good time to roll initiative.

No Such Thing as a Surprise Round

In past additions of Dungeon & Dragons, if the party managed to get the drop on a creature, they were allowed one “Surprise Round” before rolling imitative. This is not the case with Dungeons & Dragons 5e. There is no such thing as a surprise round in 5e.

They have been replaced with the Surprised Condition determined by stealth checks and passive perception. Read more about it here!

We DMs and players alike have been reluctant to give up surprise rounds, but, technically, they are not a part of this edition’s mechanics. 

When to Roll Checks

When your players ask to perform an action, inside or outside of combat, most often you will want them to roll an ability check. The kind of check they should roll will depend on the kind of action they want to perform. To do this,

You need to ask yourself, what ability does this action rely on most heavily? Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma? Then you will need to pick a specific skill within that category.

Choose any of the categories below to see when you should use it and view the skills within that category!

Strength Check

If players are preforming an action that relies on physical force, then they should roll a strength check. Some examples include:

  • Breaking down a door
  • Using a crowbar to pull open a chest or grate
  • Moving a heavy object
  • Holding a door shut

All of these rely on the character’s physical strength.

Skills: The only skill check that uses Strength is Athletics. If you are trying to decide if your player should roll Athletics or Acrobatics, ask yourself, “Does this action require more strength or more agility?”

Dexterity Check

Use Dexterity checks when the action being performed relies on agility, reflexes and/or balance. Some examples of actions requiring a dexterity check are:

  • Walking along a wall or ledge
  • squeezing through a small space.
  • Jumping out of a moving cart
  • Pick-pocketing, stealing or sneaking

Skills:

  • Acrobatics– The ability to move with agility. Players should roll acrobatics when they want to perform an action that requires quick, graceful movements, such as jumping off a monster’s back, vaulting a wall, or sliding under a closing gate.
  • Sleight of Hand– The ability to deceptively and secretly move objects or hide actions. Players should roll sleight of hand when they attempt to pick-pocket, hide the somatic movements of a spell they are casting, or steal an object in the view of others.
  • Stealth– The ability to move in silence. Players should roll this skill when they are attempting to move quietly and unnoticed.

Acrobatics Vs. Athletics: Often times, an action can be preformed either by using sheer strength, or by using agility, such as climbing up a ledge. If this is the case, give the players the option to use either one. However, if the action clearly falls into a feat of strength or a feat of agility, do not give them an option. These two skills are not interchangeable.

Consitution Check

If the action requires a hearty physical nature or health, then players should roll a constitution check. Some examples might be:

  • Participating in a drinking contest
  • Resisting the urge to vomit
  • Eating particularly disguising food
  • Running a marathon
  • Grabbing something hot without flinching

Skills: There are no skills that rely on constitution. If you ask your player to roll a constitution check, simply have them add their Constitution modifier.

Intelligence Check

Intelligence is all about memory, reason, and logic. If players are trying recall, or figure out the significance of something, it is likely they need to roll an intelligence check. Some examples include:

  • Recalling information about creatures, history, religion or cities.
  • Making connections between events or clues
  • Decoding an encrypted message
  • Recognizing signs in nature or identifying flora or fauna
  • Recognizing signs of magic or how to break spells
  • Searching rooms for objects, hidden passages or traps

Skills:

  • Arcana- Knowledge of magic and how it interacts with the world
  • History- Major events of the past. If the player is trying to recall anything about a very local, specific event, it should require at high roll.
  • Investigation- The ability to search rooms, bodies, and areas for items of importance or to uncover hidden rooms, passages, safes or traps
  • Nature- Knowledge of plants, animals, seasons, and weather. Note, this does not translate into the ability to tame or grow things, it is simply the ability to identify them.
  • Religion– Knowledge of the histories of the gods, which are benevolent and which should be avoided. Again, this does not translate to favor with the gods or their servants, only the knowledge of them.

Wisdom Check

Wisdom checks are for those actions that rely on willpower and perceptiveness. While a character with intelligence may be able to identify a black bear as it attacks the party, wise characters can spot one far enough away to avoid conflict with it altogether. Some examples of when to use Wisdom Checks are if characters try to:

  • Spot a hidden creature
  • Sense that someone is lying
  • Calm a startled horse
  • Know where to find water or food in the wild
  • Use an medicine kit to treat wounds

Skills:

  • Animal Handing– Taming, calming or befriending animals
  • Insight– The ability to read the subtle cues in people to determine if they are truthful, sincere, and honest
  • Medicine– The ability to check someone’s health to know if they are stable or dying. This skill also includes and understanding of basic anatomy, healing, and stabilizing.
  • Perception– The ability to see the world around them clearly. This includes noticing things others do not, like uncharacteristic actions, changes in the environment, and spotting hidden creatures.
  • Survival– An in-depth understanding of how to live off the land. Knowledge of where to find water, certain plants and animals. The ability to notice dangerous areas and terrain.

Investigation Vs Perception: It is important to note that these two are not the same. Like with Athletics vs. Acrobatics, they can be interchangeable in certain circumstances, but they are not always. Investigation requires time. To investigate a room, the player must take time to look around it, move things aside and look closely. This is far different from perception.

Perception is about noticing things while on the move. Glancing into a room would be perception, looking through the desk of the room is investigation. If a player wanted to try and spot danger as they are walking down a path, this requires perception, as they are not taking time to investigate. If, however, they want to stop and look at a statue on that path, it would become investigation.

Charisma Check

Charisma checks are all about social interactions and confidence. When players try to persuade, intimidate, or put on a show, they need to roll a charisma check. Some examples could be:

  • Playing an instrument at a bar
  • Persuading a guard to look the other way
  • Intimidating an enemy into talking
  • Lie convincingly
  • Pretending they belong somewhere they don’t (trying to fit in)

Skills:

  • Deception– Lying, pretending to be someone else, or hiding true motivations. If your player is being less than honest, they should roll a deception check.
  • Intimidation– The ability to instill fear in others. Any threats or threatening actions should roll for intimidation.
  • Performance– How well the player can entertain a crowd or perform a skill. This includes anything from storytelling, playing the lute or telling jokes to using a disguise kit drawing or painting. If it requires some kind of artistic or crowd pleasing skill, its a performance check.
  • Persuasion– The ability to win people over. If players are trying to get their way without using threats or force, then they need to roll persuasion. Note: players can gain advantage when rolling persuasion in a variety of ways, such as performing a task for the person, bribing them, or simply getting on their good side.

When to Roll Saving Throws

A saving throw is an instant response to a harmful effect. These are hardly ever done by the player’s choice. If a player is trying to avoid the harmful effects of anything, be it monster, spell, trap, or force of nature, they need to make a Saving Throw.

Sometimes spells or monster abilities will directly call for a saving throw, in this case, they will tell you which ability players should use. In other situations, as with checks, the type of saving throw they make will depend on what they are trying to avoid.

Strength Saving Throw

Resisting a physical force by strength alone.

To avoid being moved by a rush or water or air, or not be bound, players should make a strength saving throw.

Examples:

  • Holding onto a tree to avoid being blow away by the wind from a dragon’s wings
  • Keeping a snake from constricting
  • Avoiding being grappled by an enemy.

Because each of these examples requires physical strength to overcome, these are all examples of strength saving throws.

Dexterity Saving Throw

Dodging out of the way of harm.

If the party trips a trap, you will want to have them make a dexterity saving throw to see who gets hit and who dodges. This is the most common of the saving throws and you will likely use it often. Here are some examples:

  • Springing a dart trap
  • Avoiding falling debris
  • Dodging area of effect spell damage
  • Staying standing during an earthquake
  • Stepping on slippery ground

All of these require quick reflexes and balance, which means they fall clearly in the dexterity category.

Consitiution Saving Throw

To avoid a hazard that will drain vitality or life, players must make constitution saving throws. Some examples are:

  • Withstanding the effects of poison
  • Enduring a disease
  • Avoiding damage from venom
  • Accidentally ingesting or breathing poisonous mold or fungi

All of these rely on the hearty health of the character to avoid the harmful effects.

Intelligence Saving Throw

If players are trying to resist effects that dull their minds to make them believe something illogical, then they need to make an intelligence saving throw. Though this is more uncommon, some examples are:

  • Disbelieving in certain illusions or spells
  • Resisting mind control or mental attacks that can be refuted with logic
  • Resisting a spell that makes the player forget

Remember, intelligence has only to do with memory and logic. If it takes willpower to avoid the effect, then they will need to make a Wisdom saving throw.

Wisdom Saving Throw

The ability to resist harmful effects using sheer willpower.

If a spell or monster is attempting to charm, frighten or otherwise effect a player’s willpower, then they need to make a wisdom saving throw. For spell effects, this is the most common saving throw. Here are some examples:

  • Abilities/Spells that attempt to charm, like Charm Person, Friend and Suggestion
  • Abilities/Spells that attempt to frighten

Most often, spells or abilities that effect the mind will say players need to make a wisdom saving throw or be subjected to the effects of the spell.

Charisma Saving Throw

A charisma save is made against anything that you resist by sheer will of personality rather than simply being aware of its unreality.

Spells that Require Charisma Saves:

  • Banishment
  • Calm Emotions
  • Dispel Evil and Good
  • Divine Word
  • escaping from a Forcecage
  • penetrating a Magic Circle
  • choosing not to be affected by a Seeming spell
  • Planar Binding
  • an involuntary Plane Shift
  • the hopelessness effect of a Symbol spell
  • Zone of Truth

Monster Abilities that require Charisma Saves include:

  • Ghost’s Possession
  • Umber Hulk’s Confusing Gaze

Determining Difficulty for Checks and Saves

Both Skill Checks and Saving Throws are rolled against a DC, or Difficulty Class. The difficulty of the task being performed determines the DC. An easy task will have a low DC, hard tasks will be higher. If the player meets or exceeds the DC, they succeed. If they roll lower than the DC, they fail. Use this chart to quickly determine the DC of a task or save:

Task Difficulty DC
Very Easy 5
Easy 10
Moderate 15
Hard 20
Very Hard 25
Nearly Impossible 30

When to Roll Percentile Dice

The two D10 dice together make something called a D100. This “percentile dice” is used to determine the percentage of likelihood that something might happen, or to choose a random effect or item. You roll percentile dice for the following reasons:

  • To choose a random effect from the “Madness Chart” found on page 259-260 of the Dungeon Master’s Guide
  • To determine the random effect of “Wild Magic” for a Sorcerer, found on page 104 of the Players Handbook
  • Optional Role Play- If you aren’t sure if an NPC character would agree to a request or do something outside their nature, you can roll a d100. Pick a range, much like a DC, and if the roll is between that range, then the character would. If it isn’t, they would refuse.
  • Critical Failure Charts- Also optional, you can roll a d100 whenever you or your players rolls a Critical Failure (discussed in more detail below). You can find these charts online or make one of your own!

When to Roll with Advantage

To roll with advantage means to roll two dice and take the higher number of the two. There are several ways players can gain advantage on a roll, such as:

  • Flanking– If two players are “flanking” a creature (one character on each side) then the attack roll has advantage against that creature. This is an optional rule found in the Dungeon Master’s Guide on pg. 251.  
  • Prone– If a creature falls prone, all melee attacks have advantage against it. NOTE: All ranged weapons attack has disadvantage on prone creatures (more on this below)
  • Spell effects– Some spell effects give advantage on attacks rolls, such as Guiding Bolt
  • Help- If one player chooses to take the”Help” action and targets a second player within 5 ft. who is performing an ability check or attack roll, the second player can roll their first check or attack with advantage.  
  • Bribery/NPC Favor– If players are favored by an NPC, or have bribed them, they could potentially have advantage on persuasion checks against that NPC
  • Inspiration- If you give a player a point of inspiration, they can then use that inspiration to gain advantage on a roll of their choice. If you want to learn more about the Inspiration system, check out my post on “When and How to Give Inspiration”
  • Taking Extra Time- If players stop and take their time with an action, such as searching a room, I always give them advantage
  • DM discretion (The Rule of Cool)- If you think what the players want to do is really cool and you are hoping it succeeds, then you can give advantage. Know why? Cause you’re the DM! You can do what you want!

When to Roll with Disadvantage

To roll with Disadvantage is the exact opposite of rolling with advantage. Players roll two dice and take the lowest of the two numbers. Like with advantage, there are many ways players can find themselves at a disadvantage in rolling.

  • Conditions– There are several conditions that can be placed on characters using magic, or simply from area conditions, which cause players to have disadvantage. Blinded, Obscured and Low Lit areas, Exhaustion, and Poisoned all force players to roll with disadvantage.
  • Working Quickly- If players are trying to hurry or move quickly, I always give them disadvantage on stealth and perception checks.
  • Acting Out of Character- If a player tries to do something out of character (mostly because they are meta-gaming) I give them disadvantage for being a jerk.
  • NPC Feelings- Just like some NPCs love you party, others probably hate them, or certain members anyway. Players should be disadvantage when persuading NPCs who don’t like them.
  • DM Discretion- If you think that player would reasonably have disadvantage to perform a task, then feel free to give it to them. Just make sure you have a good reason because you will be questioned. Every. Time.

What to Do When You Roll a Critical

Congratulations! You rolled a critical! Now what? Always make sure to have lots of fun with critical! Try to make them as memorable as possible.

Critical Success

A critical success is when the d20 lands on “20” This means the player has made a one in a million shot or hit the nail the sweet spot in an interrogation. Also called “Natural 20s” these critical successes give the players added benefits in combat.

When you or a player rolls a critical hit in combat, all the damage dice are doubled. You can do this by either rolling the normal amount of dice and doubling the damage, or by doubling the amount of dice you roll. Do not double modifiers! You only double the dice.

Outside of combat, critical success can simply become, well, successes. But players should reap some kind of added benefit for rolling a natural 20. Where it is added gold or reward when negotiating, or access to a secret item list when persuading a shop keeper for a discount, critical successes should add something.

Critical Failure

A critical failure occurs when a player (or you) roll a 1 on the d20. This means things have gone as bad as they possibly can. An attack has not only missed, but has caused the weapons to become lodged in a tree trunk, or your attempt at persuasion cause the shop keeper to call the guards. Whatever it is, it is BAD.

In combat, if a player rolls a critical failure, you can either choose to simply have them miss their target (what’s the fun in that?) or have a special consequence, such as breaking their weapon on a stone, snapping a bowstring, or hitting an ally by mistake. The choice is up to you and the consequence depends on what makes sense for what is going on at the time of the failure.

Have some fun with critical failures, they can be the most hilarious part of the game! Like the time my Storm Cleric built an altar to Kord and prayed to get back her holy symbol (which was at the bottom of a lake in a wrecked ship). I rolled a critical failure and Kord ended up reaching down from the sky, pulling the ship from the lake and throwing it at me…then taking away my powers. It was great!

When to Use Passive Perception

Passive Perception is the player’s ability to naturally notice what is going on around them. Unlike the skill “perception” which requires players to say they would like to look around, passive perception happens without the players specifically saying so.

If the players are talking, walking through a city, or any other activity, they can notice people and events happening around them with their passive perception.

As a general rule, if I know there is shady business happening in a city, or a monster lurking nearby, a set DC for different areas if a player’s Passive Perception meets or exceeds that DC, I tell them what they notice. No roll required. This is great for throwing out leads for side quests, plot development, or important NPCs.

When to Just Roll with It

How much you decide to roll is really up to you. Aside from combat and certain spells and abilities, you can have the players roll as little or as much as you want. If my players want to do something that I think would be easy for them to do, I just let them. No rolling needed. If they want to do something that is absolutely impossible and ridiculous, I simply don’t let them. No rolling required.

I have had some of the best moments come out of just sitting back and letting the players do what they want, without touching the dice once. And I have had some of the funniest moments come from critical failures and success. In the end, do what is best for your campaign and your group. Let the dice junkies roll, let the role players talk, and about all, just roll with it.

Until next time,

May your game have advantage, my friends.

-Halfling Hannah

Top 10 Dungeon Master Tools to Keep Your Game Rolling


You are the Dungeon Master. You control fate, time, and the universe as a whole. But you can’t ever seem to remember who goes next in the initiative order. If you are going to DM, there are essentials you need to have on hand to make sure your players keep rolling!

What are the bare essentials you need to run a game of Dungeons and Dragons? To DM your game you must have the following:

  • Core Rule Books (Dungeon Master’s Guide, Players Handbook, and Monsters Guide)
  • Dice (one set of 7 dice including d20, d12, (2)d10, d8, d6 and d4)
  • Dungeon Master’s Screen

These are the bare minimum that you need to run a game of Dungeons and Dragons, but, if you DM for long, you will realize you need some more tools. Here are the top 10 tools I always use when I run a game of Dungeon and Dragons. You won’t want to DM without them!

Dungeon Master Screen

First things first. You will want a Dungeon Master’s Screen to hide behind. I am a fan of the traditional DM Screen made by Wizards of the Coast because it has status effects and basic weapon stats on it. Of course, you can go all out with some crazy DIY projects, but even a cardboard box will do. Essentially, you just need something to separate your monster, villain, and plot notes from your player’s prying eyes.

#1. Books

Running a game requires advanced knowledge of the rules of Dungeons & Dragons, of which there are a lot. A LOT. Even the best Dungeon Masters forget certain mechanics or rule applications, which is why you need some books at your side with certain pages marked with sticky notes for easy access.

Dungeon Master’s Guide

The Dungeon Master’s Guide, also called a DMs Guide, is the most important book you will need as you are running a game. This book contains all the rules for running a game, such as basic monsters, details on how to create encounters and campaigns, treasure tables, traps, and so much more. If you want to run a game, this is a requirement. You will want to have the following pages marked as you will be using them regularly:

  • Poison List p 257
  • Creature Size and Space p 251
  • Improvising Damage p 249
  • Attack Rolls, Saving Throws and DCs p 238
  • Random Magical Items Chart p 144
  • Treasure Tables p 134
  • Traps p 120
  • Random Settlements p 112

Player’s Handbook

This book is another requirement if you want to DM. While this is primarily for the players, it includes all the rules for how players interact with the world, which is crucial for you to know. The Player’s Handbook contains the rules for combat, classes, races, equipment, and everything else your players need (and will probably forget, which is why you need one too).

You will want to mark the following pages for easy access, as you will be using them the most during a game:

  • Weapons and Armor p 145- p 149
  • Adventuring Gear List p 150
  • Mounts and Vehicles p 157
  • Trinkets List 160
  • Vision and Light p 183
  • Combat Actions p 192
  • Spell Descriptions begin on p 211
  • Forgotten Realm Deities p 294

Monster Manuel, Volo’s Guide to Monsters and/or Mordenkainen’s Tome of Foes

Because the Player’s Handbook has some monsters listed in it, you can get away without the full Monster Manuel for a while. So if the monsters you are running are in the Dungeon Master’s Guide, you can skip this for now.

As soon as you can, this should be the next book you purchase. Just like it sounds, this is a book full of monsters your players could encounter. It includes lore about the monsters, where they are found, stats, and, of course, all the information you need to create an encounter. This is important to have on hand during a game in case you forget a monster stat, or if you need to come up with an encounter on the fly.

Of course, there are online resources you can use to generate encounters, which include all the monster’s stats, but I prefer the feel of a book in my hand. What can I say? I’m a simple kind of girl.

Both Volo’s Guide to Monsters and Morkenkainen’s Tome of Foes can be helpful to have on hand if your players have a question about culture or monster history that you can’t answer. I like to read parts from them when players succeed on history checks on races, cultures, or monsters.

#2. Dice

What is a Dungeon Master without dice? Any DM worth their salt needs a set of dice. But, if you are like me, there are never enough dice. I collect them like I collected Pokemon cards in the ’90s. I just gotta get ’em all!

You will need the following dice to make sure you aren’t scrambling to find enough d6s to roll fireball damage!

  • 2 20 sided die
  • 2 twelve-sided die
  • 2 10 sided die (also called percentile die)
  • 2 eight-sided die
  • 4 six-sided die
  • 4 four-sided die

This combination of dice will allow you to roll the majority of all common attacks. I prefer to have multiple dice instead of rolling the same dice multiple times because, well, I have the memory of a goldfish. If I have to roll one 6 sided dice 4 times, you better believe I will forget the first number. Instead, I roll four dice and add them up.

I do the same for advantage and disadvantage when rolling twenty-sided dice. It just makes it easier and if there are any questions, both dice are there for inspection.

Short on dice? Check out my top recommended dice on my DM Must-Have page!

I also like to make sure I have a dice mat, like this one from Easy Rollers, to protect my table and my beautiful dice. I prefer the mat to a dice tray because there is limited space behind a DM Screen, and I need to make all of it count.

#3. Miniatures

The exact miniatures you will need on hand will depend on the encounters you plan to run, but as a general rule, I always have the following nearby:

  • Animals- as many as possible, for the Druid’s “Wild Shape” ability and the “Polymorph” Spell
  • Several basic monsters- for random encounters, such as wolves, kobolds, spiders, orcs, and goblins
  • PC minis– If they don’t have their own, I try to make sure I have a miniature for each of my Player Characters (correct race and class)
  • Accessories– I always have barrels, crates, tables, bridges, chests, and campfires nearby for when the party sets up camp or for encounter maps.

Paper Miniatures

Can’t afford miniatures right now but still want to use cool miniatures? You are about to kiss your computer screen. You can print your very own paper miniatures at Printable Heroes FOR FREE. Like these incredible goblins!


Creating your paper miniatures is as easy as searching for the monster or class you are looking for, downloading the file, printing, cutting and gluing. The original artwork on each of these is stunning! Your players won’t miss plastic miniatures after they get a look at these!

(Side Note: I do not receive any commission or kickbacks for promoting this product. This is just super useful site I found and love. Totally unbiased recommendation.)

#4. Initiative Cards

When you have a large group of players and an encounter with multiple monsters, it becomes nearly impossible for everyone to keep track of initiative. I have found that if players don’t know exactly when their turn is coming up, it slows down the pace of combat and the players become easily distracted when it isn’t their turn.

To help both myself and my players stay on track with initiative order, I have found a few tricks I love.

My favorite way to keep initiative is to use Initiative Tracker Cards that I hang over the top of my DM screen. I use these, by Webb Pickersgill on Dungeon Master’s Guild.


These tents allow you to have info or an image on the player-facing side, with DM-only details on the back.  Place these on the table, or on the top of your DM Screen.  Cards lay flat on the table and have key details about a character or monster for quick reference.  They are smaller and can easily be hidden behind your DM Screen.

Only $1.95, for a package of all versions of these tents, you get access to black and white & colored tracker cards along with built-in class and monster artwork! Of course, these tents are fully customizable, so you can sub in your own artwork or create your own monsters!

These have worked so well for my campaign and I can’t recommend them highly enough. If you just want a very basic version, for now, you can download the B&W and basic Color versions here. But I would suggest you splurge and shell out the money for this one. It really is worth it.

(Side note: I don’t get any kickbacks or commission for recommending this product either! This is a completely unbiased recommendation, I just love it that much!)

#5. Spell Effect Markers

When in combat, it can become difficult to remember spell effects. With all sorts of spells flying around, it is difficult to remember who is blessed, which enemies have bane, and who was blinded in the last round. Do everyone a favor and invest in Spell Effect Trackers.

When a PC or monster has a condition (like blinded, hidden, or poisoned) simply put a token under the miniature and you are sure to remember that status/spell effect the next time around.

You will also want to pick up one of these spell effect area rulers. I got mine on Amazon and it has been SO helpful. Nothing slows a game down more than counting squares for an area effect spell. With this ruler, you and your players can quickly tell how far the spell extends.

#6. Maps

If your party will be venturing into a dungeon, castle, lair, or city, you will want to make sure you have a map, even if your players don’t. To be able to describe what your players see and draw battle maps when encounters come up, you need to know the exact lay of the land.

If you are running a pre-written adventure (if you haven’t picked one yet, you can see some of my absolute favorites along with their descriptions here) then the module should come with the maps you will need. If you are running a homebrew game, you will need to create your own or use some already created ones, like the ones found in Tales from the Yawning Portal.

To create your own maps, you can draw them by hand, if you are good at that stuff (I am NOT), or use these resources:

  • Basic Battle Map: At the very least, you will need a basic battle map to keep track of players and monsters during combat. These are inexpensive and you can pick them up at your local game store.
  • Inkarnate: This incredible, free resource lets you make the most beautiful maps of your world. You can make a map of a city, a castle, or your whole world! This resource does come with a sharp learning curve, however, but they offer some great videos on how to get started. Once you get the hang of it, you will never be lacking in maps!
  • Deven Rue: If you are looking for physical maps of worlds that already exist, you have to check out Rue Ink! The campaign my husband is running takes place in the Dwendalian Empire from Critical Role (check out the map on their site!) I ordered a map of it from Deven Rue and it is absolutely incredible! Very reasonably priced, hand-drawn design, parchment paper quality. This map was definitely worth every penny and more! She has many maps and accessories for sale, make sure to give her a look!

#7. Dungeon Master Journal

You are going to need to take notes. You need a place where you can jot down which NPCs you used, where the players have gone, who they have made friends/enemies within each town, and everything else that happens in your session. You can go with a cheap 99¢ notebook at Walmart, or you can go upscale with a leather-bound tome, it’s really up to you.

Whatever you decide to get, you need to be sure you keep it organized. I like ones with pockets where I can stash NPC and Monster sheets, item descriptions I plan to give out, and loose sticky notes.

This RPG Journal on Amazon is of my favorites because it has mixed paper types (ruled, hex and grid) for mapping encounters and taking notes, a cool front design and you won’t believe how cheap is it either!

Looking for something a little more handmade? Check out my favorite DM Journal, “How I Kill the Entire Party” at Etsy.


#8. Music List

No gaming session is complete without background music! Whether it is an epic fight with an ancient evil or a run of the mill bar brawl, music makes everything better! Put spend some time putting together a playlist for your campaign, then just hit play! Sometimes if it is an area, like a cavern, I will even just pick a sound and put it on repeat. Works wonders for role play!

I have separate playlists for each of the following moods/areas (you can click on each title to get the playlist if you don’t have time to make your own)

When the location or mood changes, I simply play a different list, no searching for individual songs! I created my playlists on Google Play, they have a large fantasy selection and I can pick out individual songs or skip if something does quite fit the scene.

Of course, the downside to this method is that the music is playtime is limited to about 2 minutes a song. This means if you find the perfect song to create atmosphere, it only lasts a couple of minutes, then it’s gone. You can put it on repeat, but there is often a jarring start and stop, making it not ideal for extended play.

If you aren’t a fan of this, then check out Ambient-Mixer. This FREE to use platform allows you to listen and create your own fantasy background sounds that will play on a loop forever. No stopping and starting (or running out of songs and having long stretches without music because you didn’t realize it wasn’t playing anymore.)

You can also create your own custom tracks by mixing sounds to create the perfect soundtrack for your unique campaign. Give it a try! I think you will love it!

#9. Inspiration Tokens

This tool is a personal preference. If you are a DM who hates the inspiration system, keep on scrolling. If you love it (like I do) you might think about picking up some “Inspiration Tokens” like these awesome, laser engraved wooden tokens available on Amazon.

I like to hand out inspiration tokens instead of simply telling players they have inspiration because I think that having a physical token on the table reminds players to use their point of inspiration.

Not sure what the inspiration system is or want to know how you can use it effectively? Check out this post on “When and How to Give Inspiration”


#10. NPC Lists

Your players will encounter all kinds of people as they explore the world of  Dungeons & Dragons. This is exciting and wonderful for the players and more than a little nerve-racking for DMs! It can be very difficult to come up with NPCs on the fly, which is why I always have some pre-generated NPCs on hand.

Whether you want to do a random generator, purchase an ebook full of amazing NPC ideas (like mine!), or craft your own NPCs for your world, you have many options to help you with NPC creation. Here are my top favorites:

  • DMs Guild: Here you can pick up all kinds of ebooks filled with NPCs for a very affordable price!
  • Online NPC Generators: My personal favorite in a pinch, NPC Generator has helped me out of more than one pickle! You can pick the race, class, sex, alignment, occupation, and even plot hook, or leave these up to fate. NPC Generator will then create a random NPC complete with status and a plot hook for you to use!
  • Create Your Own: Of course, if you are like me, you can’t resist making your own tailor-made NPCs to fit your specific campaign. If you need some help with this, I create a 5 Step Easy Guide to Unforgettable NPCs. Follow the steps and you are sure to make an NPC your players will rave about for many sessions to come! Make a few and keep them on hand! I like to create character sheets for them as if I am making a brand new player character. Works like a charm.

Those are my top 10 tools I use during every game that keep things running smoothly. I hope I provided you with some useful tips and resources that you didn’t have before. If I left anything out, feel free to cast Sending and let me know!

As always,

Until next time,

May your game have advantage, my friends!

-Halfling Hannah

Avoiding Zone of Truth: Keeping the Mystery Alive


Zone of Truth is a pesky little 2nd level spell that has the potential to ruin the mystery of a campaign. However, there are some ways you can avoid Zone of Truth and keep your campaign’s mystery alive! How can you avoid spilling your guts to your group while under the spell “Zone of Truth?” To avoid the effects of Zone of Truth you either need to succeed on your Charisma Saving Throw, have an ally who possesses the spell Modify Memory, or craft your responses in a way that omits the truth without being deceptive. If your party captures an NPC that knows something you don’t want your party to know, how can these things stop them from finding out by using Zone of Truth? Zone of Truth isn’t bulletproof, by using these tips you might be able to keep the mystery of your campaign alive!

Understanding Zone of Truth

Zone of Truth is a 2nd level spell available to Bards, Clerics, and Paladins. When cast, the spell creates a 15-foot-radius sphere. Inside this area, no creature can “speak a deliberate lie.” Zone of Truth lasts for 10 minutes and does not require any components to cast. Making it a potential mystery wrecker with little to no cost to cast.

Zone of Truth Requires a Charisma Saving Throw

Before the spell can take effect, the target of the spell can make a Charisma Saving Throw. On a successful save, the spell is not effective while on a failed save the target cannot speak a deliberate lie. However, the spellcaster knows whether or not the spell takes hold. Depending on your party and the number of spellcasters and level 2 spell slots available, succeeding on your saving throw could buy you some time. However, this is left up to fate. There are ways you can get advantage to bonuses on your saving throws, however. The spell Bless allows you to add 1d4 to saving throws for one minute. If possible, casting this spell before rolling the saving throw could give you enough of an edge to save. If you are looking for new dice to help give you advantage on this roll, check out my recommended dice and accessories! If you can manage to succeed enough saves to drain the party’s spell slots, you might be able to escape or come up with a plan.

Avoiding Zone of Truth with Modify Memory

Eventually, you will fail your Charisma Saving Throw and need to go to plan B. This option requires some pre-planning, but if you know your party has Zone of Truth and you want to be on the safe side, make sure your NPC has a companion who can take the 5th level spell, “Modify Memory” and cast it at 9th level (p 260 of the Player’s Handbook) Alternatively, set up an ally, minion, or superior who can follow and hide 30 feet away and cast this spell in case the NPC is captured. Modify Memory is a 5th level spell that allows the caster to modify one memory that has occurred within the last 24 hours that lasted no longer than 10 mins. The modified memory lasts for 1 minute, just long enough to get through the interrogation. This is great if the party will be asking your NPC about an event they just completed, but not as great if they ask about the organization or plans. However, this spell gets more powerful if it is cast at higher levels. The time frame of the memory that can be altered expands as follows:
  • 6th Level – 7 days
  • 7th Level – 30 days
  • 8th Level – 1 year
  • 9th Level – Any point in the creature’s past
If you have an NPC that knows too much, you could have the boss or Villain hide in the shadows and cast Modify Memory to prevent the party from learning his/her secret identity or plan. The creature being questioned would believe it was telling the truth, thereby subverting Zone of Truth. However, both of these options assume the party hasn’t done something to prevent the casting of spells, such as tie the NPC’s hands or take all of his/her items, or secured the area making it impossible for another character to get within 30 feet. If the NPC being questioned or another NPC in the area cannot cast a spell to give advantage on saving throws, change his/her memory or escape (such as Dimension Door or Teleport), then you have no choice but to evade the truth.

Avoiding Zone of Truth by Evading the Truth

This is where the issue gets dicey. Although Zone of Truth does specifically say creatures may “evade” telling the truth, it also says it guards against “deception.” If you want to try to talk your way out of Zone of Truth, you should follow these guidelines to prevent your players from feeling cheated.

Do Not Use Semantics

Zone of Truth specifically says it guards against deception. This means you can avoid the question, but you cannot actively try to deceive your players. This is a fine line. If asked, “Did you break the window?” You cannot answer, “No,” because the crowbar actually broke the window, this is an attempt at deception. You have to avoid the question entirely, such as saying, “Why would I break a window?” This does not give an answer to the question but could throw your players off enough to avoid the question entirely. If you try to use semantic it will do nothing but frustrate your players.

Evade Answer While Remaining Truthful

The spell states that a creature, “can be evasive in its answers as long as it remains within the boundaries of the truth.” This means that you can make evasive statements as long a the statements themselves are true. This does not fall into the realm of semantics because you are not twisting the question to help yourself, you are merely making a truthful statement. An example of this could be an NPC saying, “My master intends only to do good!” If the NPC knows his/her master believes himself to be on the side of the greater good, then this is a true statement that is not an attempt at deceit. If you can do this well, then your players might (hopefully) misconstrue what you are saying.

Remember, You Don’t Have to Answer Questions

While Zone of Truth makes it impossible to lie, it does not compel you to answer the question. The players can threaten or bribe your NPC, in which case you should play the NPC true to his/her character, but at no point are you required to give an answer. If your players ask a question you cannot evade, simply do not answer. Zone of Truth can be tricky to navigate. You certainly don’t want player to feel cheated in anyway, but you also don’t want to give up all your secrets right away. These tips and guidelines should help you keep the mystery alive while also keeping everything fair. Until next time, May your game have advantage, my friends! -Halfling Hannah

Related Questions

Is the caster affected by Zone of Truth? Zone of Truth is a area of affect spell, meaning that anyone who is within the area is affected by the spell, including the caster. However, the caster can choose to make a saving throw against the spell, and the spell can be cast anywhere within 60 feet, so the caster could choose to be just outside of the spell’s range. Does a “Ring of Mind Shielding” prevent Zone of Truth? A Ring of Mind Shielding does not prevent the Zone of Truth’s affect if the creature failed the Charisma Saving Throw; however, it does prevent the caster from knowing if the creature saved or failed the spell’s saving throw.

10 Monsters for Your Level 1 Party (That aren’t Goblins)


At level one, your party just started their adventuring careers. They don’t have high-level spells or abilities, making it hard for DMs to come up with both creative and appropriately challenging monsters. This list will provide monsters fit for low-level parties that aren’t your run of the mill goblins, orc, gnolls, or kobolds. What are the best monsters for your level one party? A fully rested and equipped level one party (of at least four members) should be able to handle a single monster with a Challenge Rating of 1 or several monsters with a Challenge Rating of less than 1. These monsters, found in the Monster Manuel, with a CR 1 and lower will not only challenge your party but provide interesting role playing opportunities. If you are looking for some options that aren’t overused goblins, orcs, or kobolds, look no farther! Want some new, color-coded dice to go with these creatures? Check out our Trinket Shop!

Twig, Needle and Vine Blights (p 32)

Location: Forests and Jungles Challenge Rating: 1/8 (25 XP) Plants animated with the will of an ancient evil that desire only destruction and chaos? Count me in! While motionless, these creatures are indistinguishable from the forest around them, making them the perfect ambush monsters. (sorry.) A forest infested with Blights attracts evil monsters and grows with unnatural speed, making it difficult to traverse. Adventurers can easily get lost in a Blight forest. Twig Blights are the weakest of the Blights. They like to take root near campsites and forest paths and wait to ambush unsuspecting adventurers. While motionless, they look like leafless, woody shrubs. When attacking, Twig Blights pull up their roots and take the shape of a humanoid figure. Twig Blights like to huddle in groups, and your party, fully rested, should be able to handle between 6-8 Twig Blights. If you are having trouble knowing exactly how much your party can handle, check out this post on Creating Balanced Encounters. Needle Blights resemble humanoids covered in evergreen needles. These needles can be shot from the Needle Blight like darts, piercing armor and flesh. Preferring to attack from all sides, when in danger Needle Blights send out pollen that brings other Needle Blights to the area. Your party should be able to handle 4-6 Needle Blights without any issue. Vine Blights are the most dangerous of the Blights, and the only ones capable of speech. Although, this speech is limited to taunting foes and bargaining with enemies. (They are still plants, after all.) While motionless, Vine Blights cannot be distinguished from tangles of vines in the forest canopy. These Blights can control the surrounding foliage, and use it to both direct and entangle victims. When an enemy is entangled, the Vine Blight uses its vines to constrict and slowly crush its victim. Because of this ability, Vine Blights can be dangerous to low-level parties and should be used as a challenge. Your party shouldn’t face more than two Vine Blights at a time, and I would suggest using only one.

Bullywugs (p 35)

Location: Swamps, Damp Caves, Rain Forests Challenge Rating: 1/4 (50 XP) These humanoid frogs are disgusting, mean, and petty. They must remain wet to live, so they live only in areas with direct access to water. Believing themselves to be the rightful rulers of whatever areas they inhabit, Bullywugs are always looking to gain the favor of their superiors. Toward this aim, they bring prisoners and treasure in hopes of impressing the higher-ups and hopefully earn a promotion. Bullywugs prefer to attack in groups and seek to capture outsiders rather than just kill them. This is one of the reasons I love to use them, in case something does go wrong, it is unlikely any party members will be killed. After catching an outsider, Bullywugs, true to their name, like to take them to their King and Queen, making the captive grovel and beg for mercy. Bullywugs can be easily bribed or tricked, making for excellent role play opportunities. These prideful, disgusting creatures with an inferiority complex make for a truly entertaining encounter. Your party should be able to handle between 4-6 Bullywugs in one encounter. However, keep in mind Bullywugs can communicate over long distances using their croaking language, bringing more and more allies to the battlefield to overwhelm stronger enemies.

Cockatrice (p 42)

Location: Forests, Plains, Mountains Challenge Rating: 1/2 (100 XP) If you are looking for a true monster for your party to slay, look no farther than the Cockatrice. This creature looks like a horrible combination of a bird, lizard, and bat, with long talons, a hooked beak, and leather wings. In the wild, the Cockatrice feeds mostly on berries, nuts, plants, and small creatures. This would make it harmless, except for its fierce and frenzied reaction to even the slightest hint of danger. If the Cockatrice feels even slightly threatened, it will attack viciously and immediately without warning. Using its talons and beak, the Cockatrice won’t run from danger. If a creature is even scratched by the Cockatrice’s beak, it rolls a Constitution Saving Throw, on a failed save, the creature is turned to stone for 24 hours. Technically, your party should be able to handle two of these creatures, I would suggest they only face one because of the Cockatrice’s unique abilities.

Quasit (p 63)

Location: Areas with a weakened veil between realms or anywhere they are summoned. Challenge Rating: 1 (200 XP) If you are looking for something more fiendish, I suggest using a Quasit. Quasits are tiny, shapeshifting fiends from the Abyss. They can appear in areas where the veil between realms is weak, or they can be summoned by spellcasters to act as familiars who loyally do their master’s bidding. Quasits have some unique and interesting abilities, making them one of my favorite monsters. Quasits can turn invisible at will for as long as they want or until they attack or use their Scare ability. Quasits can also use polymorph at will to turn into three different creatures (bat, centipede, or toad). Additionally, once a day Quasits can use an ability called “Scare” to frighten one creature for one minute. Because of these abilities, Quasits can be difficult to fight. Only use one Quasit against your low-level party and make sure they are prepared for a challenging fight!

Kuo-Toa (p 199)

Location: Subterranean Lakes and Rivers Challenge Rating: 1/4 (50 XP) Crazy, god inventing, fish-people who were once enslaved by Mindflayers, Kuo-Toa live in underground lakes and rivers and will attempt to capture any outsiders that come near their territory. Having lived in the dark for so long, the Kuo-Toa are no longer able to stand sunlight. Their weapons are mostly designed for capture, including nets, grappling claws, and shields treated with a sticky goo that latches on to anything it comes into contact with. Kuo-Toa are unreasonable and nonsensical due to the effects of the Mindflayers mind control. They cannot be bribed or reasoned with and will attempt to capture outsiders to present to their arch-priest as potential sacrifices to their self-created gods. These slippery, revolting creatures are a unique option for an underground adventure and your party should be able to take on 3-4 Kuo-Toa in one encounter.

Lizardfolk (p 204)

Location: Swamps and Jungles Challenge Rating: 1/2 (100 XP) If your party is traversing the swamps or jungles, it is likely they may wonder near the domain of Lizardfolk. Lizardfolk resemble lizards that walk on two legs and have arms much like a human. They are true neutral creatures who have been known to make alliances with other races, but only rarely. Lizardfolk will most often send small hunting parties to harass or kill unwanted visitors to their domain. They have a special fondness for humanoid flesh, and will often capture humanoids to become the center piece or main dish for a feast or a religious rite. Lizardfolk have a rich society and history and you could easily make gaining their alliance a side quest for a low level party. Or, if you just need a quick encounter, Lizardfolk hunting parties are just as intriguing. Your party should be able to handle two Lizardfolk, any more will become a real challenge.

Magmin (p 212)

Location: Anywhere they have been summoned Challenge Rating: 1/2 (100 XP) Small fire elementals, Magmin appear in the Material Plane only when summoned from the Elemental Plane of Fire. Magmin are impulsive and mischievous, gaining great delight from setting everything around them ablaze. Magmin attack by simply touching enemies, dealing fire damaging and igniting anything flammable. When the Magmin dies, it explodes in a burst of fire and magma, dealing 2d6 of fire damage and setting everything within 10 feet of it on fire. I like to use Magmin when my party first encounters the boss of the campaign or a low level villain. Instead of fighting the party his/herself, the villain summons a Magmin to deal with them. It is a challenging fight for the party and gives them a taste of the villain’s power. Your party should face no more than two Magmin at level one.

Piercer (p 252)

Location: Caves Challenge Rating: 1/2 (100 XP) With their one massive eye shut and mouth, full of razor sharp teeth, closed, these monsters are difficult to distinguish from a cave’s ordinary rock formations. Piercers are the larva form of Ropers, and either cling to the tops of caves, or anchor themselves to the ground. While Piercers can see, they prefer to react to the heat and sounds of their prey, positioning themselves above a hunting spot and waiting patiently for its chance to fall and crush it. Piercers resemble large slugs with one eye and large mouth. Their soft bodies are protected by a rock-hard outer shell. When a Piercer falls or is attacked, it excretes a foul-smelling slime. Piecers are extremely slow and can only attack by falling on their prey, dealing 1d6 of damage for every 10 feet it falls. This means your party should be able to easily outrun even several Piercers, as long as no one gets hit by one as they fall. I like to put several Piercers in stretches of caves forcing the party to dodge and run. This is a great alternative to traps, which can get tedious. As long as your group is fairly dexterous, they should be able to handle 2-3 Piercers.

Shadow (p 269)

Location: Anywhere Challenge Rating: 1/2 (100 XP) Shadows are undead creatures that look like a humanoid’s shadow. This creature feeds off the vitality of living creatures, seeking to devour their strength. Each time the Shadow feeds on a creature, it decreases that creature’s strength by 1d4, when the creature reaches 0 strength, it dies and births a new Shadow. Shadows can move through spaces as small as 1 inch without squeezing, don’t require air, food, drink, or sleep, and can hide in dim light or darkness as a bonus action. Shadows are resistant to most forms of damage but can be hit by magic. These abilities make Shadows excellent guardians of tombs, vaults, crypts, and long-forgotten castles. Shadows can be tricky to fight because of their immunities and resistances. Your party should not fight more than 1 Shadow at a time, but if you are looking for a truly challenging encounter, they should be able to handle two.

Scarecrow (p 268)

Location: Fields/Farms Challenge Rating: 1 (200 XP) Scarecrows are already creepy, but if you bind them to an dead evil creature or spirit, they are terror embodied. If you are looking for a spooky encounter, a Scarecrow just might do the trick. When and evil creature dies, its spirit is sometimes bound to a scarecrow by a hag or witch. This gives the once inanimate scarecrow both mobility and purpose. The Scarecrow seeks to do its master’s will and if its master dies, the spirit will continue to do the last command it was given, or seek revenge on whoever killed its master. Scarecrows are great quests for a level one party. Have a farmer or village elder hire your group to slay the Scarecrow in the corn fields and enjoy the terrifying experience that ensues. Scarecrows can frighten creatures with its terrifying gaze and make two claw attacks (which can also frighten creatures). Not to mention if a Scarecrow remains motionless, it looks exactly like a regular scarecrow. Meaning your party could pass by one and never even know it.. For a blood-curdling, spooky challenge, pit your party against 1, and only 1, Scarecrow. They had better come prepared.. I hope this list has given you some ideas for level 1 encounters that are out of the ordinary. I’m sure your players will love seeing something other than goblins for once! Note: If you like these options but your party is higher than level one, you can always scale these up to fit your needs by simply adding more creatures! Until next time, May your game have advantage, my friends! -Halfling Hannah

Related Questions

How do I know how much my level 1 party can handle? Each player has a total amount of XP for one adventuring day. The amount depends on their level. At first level, each player has 300 XP for the day. This means if you have a party of 4 first level players, your party can handle encounters equal to 1200 XP in one adventuring day. For more information see Creating Balanced Encounters.

When and How to Give Inspiration in D&D 5e


When players do something exceptional during game play, you naturally should want to reward them. Inspiration is a great way to encourage and reward creative game play and you, as a DM, should never be afraid of giving it out. When and how should you give out inspiration? Inspiration should be given as a reward to players when they play an aspect of the game exceptionally well. The Dungeon Master’s Guide suggests awarding inspiration to each player once per session of play. If you are like me, this may be a bit shocking and overwhelming. I have only ever received inspiration ONCE in my entire D&D player career! How am I supposed to give out that much inspiration without sounding like Oprah at Christmas? There are many reasons and ways to give inspiration to your players, but the inspiration system is also not for everyone. If it doesn’t feel right for your style, you can skip it without any fear of damaging your quality of play. Need a little inspiration of your own? Check out my Recommended Dice and Accessories page to get rolling with advantage!

What is Inspiration?

Inspiration allows players to have advantage on one ability check, attack roll, or saving throw. Players are only allowed one point of inspiration at a time, they do not stack. Players can choose when they use their point of inspiration, or the DM can specify when the players have inspiration on a roll. Inspiration can turn the tide of battle or make the difference between ending up in jail or with a token of favor from a noble. A single roll has a huge amount of importance in D&D, and inspiration is one way players can have an advantage.

When to Award Inspiration

As the DM, typically it is your job to determine if a player should be awarded inspiration or not. Players should be awarded inspiration if they have done something to make the game more interesting, entertaining or enjoyable for everyone. You can choose to either award inspiration after the action or conversation is completed, before the action when the character has a choice, or while the player is performing the action. Most DMs wait until after the action is complete to award inspiration so they do not interrupt the flow of the game. After the player has finished a creative and off-the-wall attack, you can say, “As the monster falls before you, you feel your god smiling upon your act of valor. You are awarded one inspiration point.” The player can then choose when to use the point of inspiration during another encounter. Other DMs prefer to have the inspiration earned to remain within the same context. For this same player, this would mean that when they are about to roll their attack, you could say, “As you prepare your weapon and charge forward, you feel your god smiling upon you, you have advantage on your next attack.” This method directly ties the inspirational action to the result, advantage, preventing players from using combat inspiration for conversational advantage. The last option for when to award Inspiration is before any action has taken place. This option is for those group who are focusing on a genre or story type in which sticking to the genre grants inspiration. An example could be granting inspiration for choosing options that align with character flaws and traits. By giving players options and telling them which ones will give inspiration, you can ensure players stick to their character traits. Most DMs, especially those just starting out, will often wait to award inspiration until after the action is complete and let the player decide how they want to use it. But any of the three methods are acceptable and depends on your style of play and campaign. The key is to use inspiration to recognize exceptional play and encourage players to stay engaged.

Player Awarded Inspiration

Dungeon Master’s aren’t the only ones who can award inspiration. If you find your often forget to give inspiration because you are trying to keep track of so much at once, you can delegate this task to your players. An alternative to DM awarded inspiration is allow each player to award one point to inspiration to another player throughout the session based on a set of guidelines you come up with together. This method both frees the DM and keeps the players engaged. If they know they can award inspiration, they will be on the look out for opportunities to do so. This method, however, only works well with party’s who are invested and interested in the story. If your group is just looking to maximize advantage rolls, then this method may not be right for you. Whether you or your players are awarding inspiration, there are several reasons why a player might earn inspiration.

Inspiration for Role Play

A common reason for awarding inspiration is for exception role play. Players that try to embody their character deserve recognition and a point of inspiration is a good way to do just that. Please note that role playing a character is not synonymous with voice acting. A player can play their character well regardless of if they can do an accent or not. Role play is about knowing how their character would act in different situations, or what they might say. A peasant in a noble’s court might act extremely nervous, for example. This is a great example of role playing a character well that has nothing to do with voice. Role play also means interactions between other players and NPCs. Players should be awarded inspiration for role play conversations that deepen bonds, or for befriending an NPC. A player might also earn inspiration through an especially witty or funny insult, one-liner, or comeback. Feel free to award inspiration for all these aspects of role play.

Inspiration for Heroism

Heroism is defined as a great act of bravery, often at great personal sacrifice. When you see your players making a sacrifice for the party or for others, you should definitely give them inspiration! Becoming heroes is at the heart of D&D, and players should be rewarded for their self-sacrifice along that journey. It is important to remember that not all acts of heroism are combat related. When a character consciously makes the choice to help others over themselves, especially when it is against their nature, that is a heroic act. A miserly character that gives a gold piece to a street urchin or a solider who doesn’t turn in a peasant for stealing to feed his family, these are also acts of heroism that deserve to be rewarded.

Inspiration for Victory’s and Reaching Goals

Other DMs choose instead to award inspiration to everyone in the group when they have completed a goal or won an important victory. Instead of giving inspiration from session to session, it is awarded only once a major milestone has been accomplished. This method of awarding inspiration serves to makes the reward feel more special. Instead of getting inspiration every week, it only happens once every 3-4 sessions. Of course, if you want to both give inspiration for game play and victories, you can do that as well. It doesn’t have to be either or.

Tracking Inspiration

Inspiration is tracked by the players on their player character sheets. He or she can simply mark their sheet whether or not they have inspiration and can use it when they want. Alternatively, you can give players a special inspiration token. You can use poker chips, special d20s, or even a token you create for your campaign. This isn’t necessary, but it can be fun, and having a physical object can help players remember they have inspiration to use. When the player spends the inspiration, they hand the token back to you.

Ignoring Inspiration

Some DMs don’t like to use the inspiration system, and that’s okay too. Some feel that role play and heroism are rewards themselves, and shouldn’t be overshadowed by inspiration. Others feel that inspiration adds too much meta-gaming and invitational “point hunting” that makes the game feel unnatural or forced. If you don’t feel comfortable with inspiration or don’t like the idea of “bribing” your players, then simply ignore it all together. Ignoring inspiration won’t hurt your game in the slightest. Feel free to play with inspiration in your game and see how your players react. If your group goes nuts over it, keep dishing it out. If it doesn’t seem to have any impact, maybe ignore it for this group. Everyone is different, I love it, my husband hates it! And that’s okay. Choose what works best for you. Until next time, May your game have advantage, my friends, -Halfling Hannah

Related Questions

What are some alternatives to Inspiration? If you want to reward your players for excellent game play but you don’t want to use the inspiration system, you can reward them in-game. Some options might include:
  • Bonus to an ability as long as a certain condition is present
  • Advantage to persuading the opposite sex
  • Imposing disadvantage on enemies
  • Extra damage dealt to certain enemies
What are some ideas for awarding inspiration? Inspiration should always feel like it fits in game. Try using the following phrases to award inspiration:
  • Your god/patron looks on you with favor, you have done well.
  • The memories of what you have lost flood into your mind, overwhelming your senses for a moment. You won’t lose anyone else.
  • A smile pulls at the corners of your mouth as a warm memory floats through your mind. It feels as though you are wrapped in a warm coat.
  • Your eyes burn with an intense desire. Nothing shall stand in your way. Not again.
  • You look over and see your friends, bloodied, hurt, but not giving up, and it gives you the strength you are lacking.