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Understanding Actions & Bonus Actions In Dungeons & Dragons 5e


Actions and bonus actions make up the heart of combat in Dungeons and Dragons 5e. Most activities that a character can perform when in the initiative order will cost either an action, most common, or a bonus action. The options for what can be done between the two are limitless and can be difficult for new players to understand.

The basics of actions and bonus actions are as follows: Actions are the most common occurrence and is often a player casting a spell or swinging a sword. Bonus actions are smaller actions that tend to take less time and are only given by an item or ability.

Understanding the intricacies of both can help players to maximize their turns and lessen any mistakes.

If you are a new Dungeon Master, make sure to check out my resources just for you!

What Can Players Do As An Action?

Dungeons and Dragons 5e provides a basic list of common actions across a wide variety of rulebooks, as understanding actions is essential to playing the game. It is also of note that actions are meant to be improvised, as well, allowing for almost any amount of creativity.

The basic actions listed in the rules are:

  1. Attack
  2. Cast a Spell
  3. Dash
  4. Disengage
  5. Dodge
  6. Help
  7. Hide
  8. Ready
  9. Search
  10. Use an Object

Attack

Attacking is the most common action taken. This covers everything from swinging a sword or fist-fighting to firing a ranged weapon. 

When you take the attack action you make one attack or multiple at higher levels depending on your class.

Cast A Spell

Casting a spell is very similar to attacking. Spells in Dungeons and Dragons, when they have a casting time of one action, can be activated using a player’s action.

Most spells in Dungeons and Dragons 5e take one action, so the opportunities are as expansive as the player’s spell list.

Dash

The dash action allows players to take extra movement in a turn equal to their speed.

The amount of movement gained by dashing is determined after any modifiers. If, for instance, your character has been slowed down by a spell, your dash action movement will still be reduced by the same amount.

Disengage

The disengage action allows for a character’s movement to not trigger attacks of opportunity for the rest of their turn. This is great in a pinch or for getting away from big monsters who could do some serious damage.

Help

The help action allows a player to help another creature or player with one of their actions. Mechanically, this means giving the other player advantage on their ability check.

Another use for the help action is to distract a target if they are within 5 feet of you, allowing for another creature to attack it with advantage.

Hide

The hide action allows a player to hide by making a stealth ability check. When you are hidden, you gain some benefits such as being harder to hit, having advantage on hitting enemies that cannot see you, and possibly being privy to information not meant for the character to hear.

Ready

Readying an action allows for the player to wait to take their action until a criterion is met. The player readying their action decides the circumstance. For instance, the player may decide that once an enemy creature is near them, they will swing their sword.

You can also ready spells, requiring concentration. The spell will dissipate without taking effect if the criteria set previously does not occur.

Search

The search action allows players to search for an object or around an area. The Dungeon Master decides what check this will require, although most often it is a perception or investigation check.

Use An Object

Using any object that a player has or finds takes an action as well. This could be pulling a lever on the wall, drinking a potion from a bag, or releasing ball barrings on the floor.

Improvisation

As stated earlier, actions can be improvised when the situation demands it. Actions are not meant to limit what characters can do, so be creative! Things like intimidating enemies, cutting down chandeliers, or closing off doors are all improvise actions.

Holding an Action

Any of the actions listed above can be “held” and released when certain conditions are met. If a player isn’t sure what to do on their action, they can “hold” it.

Holding an action means the player does not act on his/her turn, but instead choose to wait until something happens. For example, if a player is uncertain if they should attack, they can “hold their attack” until the monster attacks them or moves closer. As soon as the monster attacks or moves into range, the held action is released.

New players are often not aware that holding an action is an option. Be sure to tell new players they can hold their action if they seem unsure of what to do.

Here are the rules for held actions:

  1. The player must state which action they are holding
  2. They player must state the condition which the action is released
  3. They player cannot change their held action
  4. If the condition does not happen, then the action is lost

What Is The Difference Between An Action And A Bonus Action?

There are a few major differences between actions and bonus actions. The most important difference is that every player has actions, while bonus actions are awarded through abilities and features

Actions tend to be much larger activities and will almost always be taken by players. Occasionally, a player may have a bonus action available to them and choose not to use it. Other times, a player simply will not have a bonus action available to use. 

Due to their special status of being rewarded, bonus actions can be wildly different. Where a rogue may be able to hide using their bonus action, another character may be able to activate flight through a special item. It is important to ready rules around bonus actions carefully, as they can quickly get out of hand.

What Can Players Do As A Bonus Action?

The official Dungeons and Dragons 5e rules only give players bonus actions when they have a class feature, spell, item, or ability that grants them one. Bonus actions tend to be more limited than full actions, often filling in a more utilitarian role.

Players only have one bonus action on their turn, even if they have multiple features that award them. They must choose carefully depending on the situation. 

One of the most common examples of bonus action usage is the rogue’s class ability called “Cunning Action”. This allows rogues to take a bonus action where they can hide, dash, or disengage.

There is no order within turns in Dungeons and Dragons, so players can take their bonus action whenever within their turn unless specified otherwise.

A common house rule allows for very small actions such as opening a door or drinking a potion to be done with a bonus action, but it is not common. Be sure to talk with your dungeon master before assuming anything of the sort.

When To Allow For “The Rule Of Cool”

Occasionally, players may come up with an idea so original and creative that dungeon masters may be willing to let the rules loosen for the sake of the event. This is often referred to as “the rule of cool”, and the description is really in the name. 

Dungeons and Dragons characters are, most of the time, meant to be heroes. Players will often want to push the boundaries of what the rules allow, and most of the time dungeon masters will need to find ways to stop that from happening. The balance of action and bonus actions is a fickle one, so only bend or break it when you really feel it will help the story shine!

The rule of cool is a highly subjective thing, and the threshold for it can often dramatically change between groups and even sessions of play. Still, there are a few tips to keep in mind when considering allowing it:

  • The moment should result in something truly epic for the story or individual characters
  • Do not let the rule of cool overshadow whole encounters, as then the stakes of the game are lost
  • Do not feel pressured into allowing it! If you like the gameplay balance as is, don’t push it.

After a hard-fought battle or a possibly crushing blow, a player could come up with a fantastic idea that may bend the rules to turn the tides. This is when the rule of cool is best enacted – as a reward for out of the box thinking that does not break the integrity of the game.

When considering playing with the rule of cool, be sure to treat it as an occasional addition rather than a steadfast commitment. Otherwise, it will lose its impact and trivialize encounters for the players, resulting in a less fun game.

Knowing exactly what your players can do as actions and bonus actions will keep your game moving smoothly.

Until next time,

May your game have advantage, my friends!

Halfling Hannah

Want to Support Halfling Hobbies? Check out our Trinket Shop!

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Types of Damage and What They Mean in Dungeons and Dragons 5 th Edition



Many different types of damage show up in combat and environmental interactions in Dungeons and Dragons 5th edition. Knowing how each of these types of damage affects a player’s character and how they can be counteracted is crucial to surviving some of the harsher and more intricate battles in the game. 

So, what are the types of damage in Dungeons and Dragons 5th edition? Thirteen damage types can occur in Dungeons and Dragons 5th Edition. These types consist of ten forms of power-based or elemental damage and three forms of weapon-based damage, which are: 

  • Acid
  • Bludgeoning
  • Cold
  • Fire
  • Force
  • Lightning
  • Necrotic
  • Poison
  • Psychic
  • Radiant
  • Thunder
  • Slashing
  • Piercing

Damage (and resistance to or reduction of damage) in Dungeons and Dragons makes up a significant role in how combat plays out in the game. Read on to find out more about how damage types work in Dungeons and Dragons 5th Edition. 

Damage Types in Dungeons and Dragons

The following are the types of damage that are present in Dungeons and Dragons 5th edition. Knowing how damage can potentially affect your character not just in the current turn but in the following turns can help you plan for more complicated, protracted battles. 

  • Acid: Acid is a corrosive damage type that can be found in creatures, dark magic, and certain chemicals. Acid damage inflicts two types of damage—an instant form of damage, and damage that occurs over type as it eats away (corrosive). Corrosive effects can be inflicted on both characters and objects, such as weapons or armor.
  • Bludgeoning: Bludgeoning is a weapon-based smashing damage type that is used for environmental exploration as well as attacking with blunt weapons such as maces, clubs, or hammers. For example, a barbarian can use his club to bludgeon a locked chest or smash a goblin’s skull, depending on party necessity.
  • Cold: Cold damage can cause a variety of afflictions such as Frostbite, Frost Burn, Freezing,
    and Hypothermia. Frostbite can also lead to the loss of appendages, such as fingers, toes, noses, and ears. Cold usually does additional damage to fire-based enemies.
  • Fire: Fire damage both inflicts direct physical damage and can also inflict a Burning effect. This can cause damage in subsequent rounds of combat or character disfigurement (or both). Fire is often used as an environmental trap and can also be used by dragons. Fire usually does additional damage to ice-based enemies.
  • Force: Force damage is a telekinetic damage type that is used to manipulate the position of enemies on the field. This is often used as a defensive spell to ward off enemies while the party retreats.
  • Lightning: Lighting is a form of elemental damage that can lead to physical (electrical) damage, paralysis, heart damage, or damage to the nervous system.
  • Necrotic: Necrotic is a death magic damage type that either drains the life force from the opponent or simply kills them. This is a form of cumulative damage that is accrued with each turn in combat, ultimately leading to the afflicted character’s demise.
  • Poison: Beasts can inflict a poisoned status effect on a character by biting them, but poison is also used by rogues as an accessory to enhance combat. Poison can cause a variety of effects such as paralysis or may cause a player to take additional damage each round until an antidote is taken.
  • Psychic: The rules to the psychic damage type are loose, which means it is easy for the DM
    to use psychic damage in many ways depending on the scenarios presented by
    the campaign. 
  • Radiant: Radiant is a holy damage type that is used by clerics and paladins to inflict blinding, burning, stunning, or charming effects. Holy damage usually deals additional damage to undead or unholy enemy types.
  • Thunder: Thunder is a sound-based damage type that can either be used as a distraction in battle or to stun enemies. Thunder is more commonly used as a method of battlefield manipulation than a direct attack type, though it can deal concussive damage.
  • Slashing: Slashing is a weapon-based damage type that is caused by blades such as swords and daggers. Along with a direct physical attack, slashing can also cause a bleeding effect that causes additional damage with each subsequent turn following the injury.
  • Piercing: Piercing is a weapon-based damage type caused by sharp objects such as pikes, rapiers, or arrows. Piercing weapons are sometimes able to penetrate armor that bladed or blunt weapons cannot penetrate. 

Sometimes an enemy’s damage types, resistances, and vulnerabilities are evident at the beginning of combat, and sometimes they must be discovered in the course of the campaign. Either way, knowing what kind of damage type your enemy is capable of can give you a leg up in defeating them later down the road. 

Why Are There Different Types of Damage?

A player who is new to Dungeons and Dragons may question why there are so many different damage types in the game. Here are a few reasons why having many different types of damage benefits the game: 

  • Provides enemy (as well as player) strengths and weaknesses: The reduced damage stats that result from a player’s resistance to a particular damage type may be the difference between victory or defeat in a campaign, and elemental weaknesses of the enemy can be used against them if they’re known.
  • Adds complexity to combat and the magic system: While the game would be much easier to learn if it had a more straightforward combat system, the many damage types in Dungeons and Dragons give nuance to the battle system that arguably makes the game more appealing and exciting to new players and veteran players alike. 
  • Enhances weapon and loot stats: Getting a sword from a treasure chest is cool but getting
    a sword from a treasure chest that also deals additional poison or elemental damage is
    even cooler.
  • To allow for environmental damage: Having different damage types used in traps or environments that can be used by the dungeon master (DM) helps to make the campaign interaction more exciting or challenging.  

Overall, different damage types make the fifth edition of Dungeons and Dragons a fun game to dabble in, but a harder game to master. The fact that there are so many different damage types also encourages players to roll characters who can wield a wide array of damage types for maximum effectiveness in combat and environmental challenges. 

Does Damage Type Matter?

Damage types matter because of a few other factors that are dependent on them: 

  • Damage reduction
  • Damage resistance
  • Damage vulnerability

If a player character or enemy is resistant to a specific damage type and is hit with that damage type, the amount of damage that they will take as a result is reduced. Damage resistance can be incremental up to the point of immunity. Several types of damage have lasting effects that will do damage throughout several rounds during combat.

Along with resistance to damage types, player characters and enemies can also suffer from vulnerabilities to damage types. This means that in combat, they’ll take additional damage on top of the base damage they’d take if they weren’t vulnerable.  

Damage Types Add Spice to Combat and Dungeons

In Dungeons and Dragons, having many different damage types can give the game a somewhat steep learning curve. Still, the game also rewards that learning curve by providing an in-depth system for roleplaying and character development.

From picking up a sword that deals a rare damage type to figuring out an enemy’s damage vulnerabilities, damage types add quite a bit of excitement and strategy to the overall D&D experience. 

Until next time,

May your game have advantage, my friends!

Halfling Hannah

Want to Support Halfling Hobbies? Check out our Trinket Shop!

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Point Buy, Standard, Or Rolling: Which Is Best In D&D 5e?


In Dungeons and Dragons 5e, there are three main ways that stats for player characters can be created: Point buy, standard array, and rolling. Finding the best one for you and your players is an important task that luckily requires little experience. While deciding how to generate ability scores for my own group, I decided to research the differences between the three and provide this guide to which is best.

Between point buy, standard array, and rolling, which is best in D&D 5e? Rolling is officially recommended and the most common of the three. However, there is no clear best answer, as each has pros and cons. 

Each of the three methods offers advantages and disadvantages even if rolling is the first recommended method by most players. 

Differences Between Point Buy, Standard Array And Rolling

Point buy, standard array and rolling all offer different experiences and character scores from the other. Exploring the benefits and averages of each type will help you to make your own decision about what suits your game best.

Point Buy

The point buy method is an official variant, allowing players 27 points to spend on their ability points. The cost of each ability score point is as follows:

Ability ScoreCost
80
91
102
113
124
135
147
159

The main benefit of the point buy system is it’s constant creation of balanced characters. Due to the number of points available, as well as some additional caps like a score of 15 being the maximum available and 8 being the minimum, characters with wildly varying ability scores cannot exist. 

Point buy will always result in characters that fall into the average category while still allowing for a fair bit of customization. Players can choose to be average across the board, or very good at three abilities and poor at the remaining three. 

Standard Array

The standard array format for determining ability scores is meant to provide all characters with slightly above average stats of the same numbers. 

The scores for players to choose from for standard array are as follows: 15, 14, 13, 12, 10, and 8. Each number may only be taken once. This will result in player characters traditionally having one weak ability score, one very strong, and the rest slightly above average. 

Standard array is great for balancing the total power of a group to the same level. In addition, it is the method used in Adventure’s League play, Dungeons and Dragons 5e’s official group play events. 

Rolling

Rolling for ability score stats is the most common form of deciding ability scores in D&D 5e. In theme with the game, rolling allows for numbers across the largest array of all methods so far. 

While the average of rolling provides results very close to the standard array numbers, it is possible to create a hero very good at everything – or very bad. Leaving a character’s ability scores to fate can be an exciting time in character creation. 

There are a few different rules that can dictate how players roll for stats, but the most common way to do so is often the best. Roll four 6-sided dice and drop the lowest number, adding the highest three numbers. Do this five more times for a total of six. These six rolled numbers are the character’s ability scores to be placed where the player would like.

Rolling for ability scores still provides a floor and ceiling of what can be rolled – 3 and 18, respectively – though the range is much higher. 

It is worth mentioning that rolling for stats can result in a group of characters where one is wildly more powerful than the others, or vice versa. It may be worth considering if any action should be taken if that is the case.

Which Is Most “Fair”?

All of the methods can be used to create equally fair play. The average of each method is made to be the same. However, the method that provides the least randomness and provides the most equal playing experience is standard array. 

Having all player characters start with the same base numbers will ensure that there is a fair balance not only within the same character but also between group members. In addition, standard array still allows for player characters to choose a strength that fits their class so they feel powerful and useful.

Modifications To Scores and Effects on Fairness

When creating characters for Dungeons and Dragons it is important to account for strengths and weaknesses. For example, most barbarians will always be strong, and their weakness may be intelligence or wisdom. This imbalance is naturally built into the game so that characters play in a wide variety of ways.

The race chosen by players will also come with bonuses to certain ability scores and possibly even weaknesses. This will affect all methods of generating ability scores and there is really no way of avoiding it without fundamentally changing the character creation process. 

Some Dungeons and Dragons races have better ability score improvements or features than others, creating an imbalance in play. Usually this is minor and can easily be ignored, as the game is not just about crunching numbers. 

Still, if you are interested in creating the fairest gaming experience available, you should consider other factors on ability score such as race selection or magical items.

What Feels Fair?

Despite the lack of randomness in the standard array generation method, some players may also feel that rolling for ability score is just as fair. This is due to the player’s perceived effect on character generation – if the dice fall as they may, then it may come across as fair. 

Ultimately, each method will hopefully result in characters that are fun to play and feel powerful. Each method is designed to allow for some outliers and still feel fair in a group.

When Should You Let Players “Re-Roll” Character Stats?

When players roll for stats, after enough attempts, it is inevitable that someone will roll terribly across the board. Depending on what sort of character that player was hoping to create, this could be a moment of comedy or extreme frustration. 

Remember that Dungeons and Dragons is a game meant for people to have fun. If a player has lost enjoyment over their character feeling weak, or even too powerful, consider letting them re-roll their ability scores to create a character that matches what they hoped for more closely.

Re-rolling In Character Creation VS Later

If a player immediately wants to re-roll their ability scores at character creation, try to have a conversation with them about what is wrong. If it is only because of one or two bad scores, talk with them about what it could be for the character – this may be an excellent opportunity for character development!

However, if a player is insistent on wanting a change, especially in character creation, consider allowing them to. At this stage, the character is very fluid and it is important that a player feels they can have fun with their character.

If a player has played with a character’s ability scores for some time and suddenly wants to re-roll them, that could be a harder thing to pull off. A sudden mechanical change in the middle of a campaign could feel cheap to other players or make the story of the campaign lose track.

Instead of a re-roll that late, consider introducing magical items or boons to that character so they can fill in whatever flaws they feel they have and match the gameplay closer to expectations.

So What is Best?

Which method is the best for your D&D Campaign? The answer is simple, whatever you decide! Talk to your players and see what they want. Are they the daring “leave it up to the dice” type, or more careful and calculating?

If you have a mix of players, consider letting each player decide what they want to do. Because each method of character creation is fair, allow players some freedom when it comes to creating their characters.

If I have a clear idea for a character in mind, I like to use the Point Buy system as it gives me the more control over the character stats. However, if I don’t know what kind of character I want to make, I enjoy Rolling and seeing what the dice have to say about my character.

Give your players some freedom to create the kind of character they want. Don’t worry. It will all be fair!

Until next time,

May your game have advantage, my friends!

Halfling Hannah

Want to Support Halfling Hobbies? Check out the Trinket Shop!

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Making A Warforged NPC In Dungeons & Dragons 5e


The warforged are one of the many races available to play and use in Dungeons and Dragons 5e. Players and dungeon masters who want to create a warforged NPC should have an idea of their history, mechanics, and some tips on creating engaging warforged. 

How do you make a warforged NPC in Dungeons & Dragons 5e? There are a few steps:

  1. Find the warforged game statistics in Eberron: Rising From The Last War.
  2. Understand the history of the warforged and create a backstory for the NPC.
  3. Come up with a goal for the NPC that will drive them to action.

Following these three steps will ensure a well-rounded and playable warforged NPC that can engage any table. Of course, each of these categories is broad and can take some time to navigate. To help you along, here are some quick tips and notes for each step.

If you don’t have a copy of Eberron, you can pick one up at your local game store. If you don’t have a local game store, you can grab a copy from Noble Knight Games. This is a brick and mortar store, which means you get the convenience of online shopping and still get to support local stores! Yay!

Warforged Game Statistics

The warforged have seen a few different versions of themselves throughout the history of Dungeons and Dragons, and even just in 5e alone. The final, balanced, and official version of the warforged for fifth edition Dungeons and Dragons can be found in the sourcebook Eberron: Rising from the Last War. The book can be bought physically at a large variety of locations, like Noble Knight Games or a digital version can be acquired at dndbeyond.com

Warforged are available as a player character race or as monster stat blocks. For creating an NPC, the recommended version to use is the monster stat blocks. This way, much of the mechanical heavy lifting is done for you, allowing for focus on the following steps that can make a truly unique warforged NPC. 

Need a Warforged mini for your game but can’t find any at your local store? Noble Knight Games has them in stock! Check them out!

Choosing A Warforged Stat Block

Warforged are meant to be varied and historied, and Dungeons and Dragons 5e provides various stat blocks to help with that narrative. 

When choosing between the different stat blocks, consider the history and goals your warforged NPC will have. Or, if you are undecided on that, let the stat blocks help shape your narrative.

Ultimately, the statistics of an NPC should be married to its history, so consider all of the steps at once and let them meld with each other. 

Many warforged can simply follow the Warforged Soldier stat block (above) and be on their way, while other NPCs may fit better with the Warforged Titan. Or, for a truly custom warforged NPC, you can edit the stat blocks and come up with your own! See some stat-block options below!

The History Of The Warforged

The warforged are an interesting race to create NPCs in due to their short history. Dungeons and Dragons 5e is a game where many creatures, places, and events are ancient. Warforged, on the other hand, are a recent occurrence. What’s more, they were specifically created!

Understanding the history of the warforged as they exist in Eberron will help create compelling characters even in other settings. 

The Last War

The Last War was an enormous battle that waged on the plane of Eberron, where warforged were originally created. Basically equivalent to our real-world World War II or Cold War, it shaped the history of Eberron and created drastic shifts in power. 

One of the most important things that came out of the Last War were the warforged – creations from wood and stone and steel that were given life through experimentation and science. 

Eberron makes it clear that warforged were created initially for one thing – to fight. They were weapons, and this can provide a very good question upon which to build your NPC. How do they feel about that?

Losing Purpose

If the campaign you are creating takes place during the Last War, then use the warforged actively fighting as a great backdrop to introduce your character. Most campaigns, though, will take place after the Last War has ended.

This creates a dichotomy between the warforged and the world they live in actively. A central pin in creating a warforged NPC is considering how they feel about the war being over. Did your NPC enjoy fighting, or wish for the war to end while it was happening? Do they feel lost and without purpose, or have they found a new drive for life and experiences?


There are no wrong answers for creating a warforged NPC, but coming up with tentative answers to these questions is essential.

Creating A Backstory

Once a basic history of the warforged, in general, is understood, it is important to narrow down and create a backstory for the actual NPC! Creating a few key experiences that the NPC went through will help them feel connected to the world and allow for player characters to engage with the NPC naturally.

Consider the answers to the earlier questions. If the warforged NPC is worried about what to do in a post-war world, why? What events led them to that thought? This can also inform what they did during the war. If they miss the times, they were most likely treated well or vice versa.

If you need more ideas a help creating unforgettable NPCs that your players will always remember, then be sure to read my article on Creating Unforgettable NPCs

How Has The Past Shaped Them?

Warforged, by design, have short pasts and were often only recently freed from the bonds of war. They have little bonding them to the world. This allows for all kinds of backstories and ambitions!

Some questions that all warforged may have to tackle at one point or another are:

  1. Did they ever lose purpose? Coming back from war after being specifically designed for it can be an unwelcome shock to the system. 
  2. Are they mortal? Dungeons and Dragons 5e leaves it to the imagination on whether or not warforged age. This could cause some dread among warforged and be great fodder!
  3. How do they interact with others? Warforged most likely were not taught many social cues in their creation. This will surely influence their interactions.
  4. How were they treated? Some may consider warforged abominations or unnatural and look down on them. This could easily cause resentment or other negative feelings.

You don’t need to have answers to all of these questions. However, having one or two answered in certainty will help turn your warforged NPC from a stat block into an engaging part of the game.

Having Goals

With a basic backstory and some statistics to use in-game, the final step in creating a warforged NPC is creating a driving goal for them. Consider how the world and their backstory will shape what they want to achieve, and keep it tied to their current position.

Make The Goal Large

Dungeons and Dragons is a fantasy game. While some goals can stay small and still be engaging, it is worth considering making the goal of your warforged NPC larger than life. This way, the character will really feel driven and end up taking action more in the world.

This is where the backstory comes in. If the warforged was used as a spy during the Last War and uncovered major secrets, maybe they want to share them with the world. If your warforged NPC wants to escape all reminders of war, maybe they now pursue government work to try and change the world.

Goals do not need to be achievable, they need to drive the story forward. The warforged NPC exists in the campaign, fundamentally, only as long as they provide engaging interaction with players. Having larger goals will allow this to happen more.

What Do They Do Now?

Figuring out what the warforged NPC does now in the campaign can be helpful for figuring out their goals. Is the warforged working a simple job to get by in life, or have they taken up a public role? Are they advocating for better conditions for other warforged, or have they turned to crime? 

The opportunities for what a warforged can be doing in your world are endless. Create a career or current occupation that either lets them dream or display what their goal is. Be sure it allows for them to interact with the players, too!

Bringing It Together

With statistics, a backstory, and a goal, you have successfully created a warforged NPC! Remember that every tool developed here is meant to bring engagement and fun to players through the character. Be willing to change and adapt as the story needs.

Until next time,

May your game have advantage, my friends!

Halfling Hannah

Want to Support Halfling Hobbies? Check out the Trinket Shop!

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Understanding Your Players: Haunted One Background


So, one of your players has chosen to use the Haunted One background. What does this mean for you, The Dungeon Master, and what does it mean for your world?

Haunted Ones are those that are haunted by an event or entity they cannot forget, no matter how hard they try. Haunted Ones have some unique abilities because of this. Haunted Ones:

  • 2 proficienciesArcanaInvestigationReligion, or Survival
  • 1 exotic language: (Abyssal, Celestial, Deep Speech, Draconic, Infernal, Primordial, Sylvan, or Undercommon)
  • A trinket specific to the haunting
  • Heart of Darkness: commoners will treat Haunted Ones very kindly because they see the darkness in their souls

This background is designed to be used by a role-play heavy campaign and requires some special attention from DMs. How exactly do you use the Haunted One background in your campaign?

What is a Haunted One Background?

A Haunted One is described as someone that is haunted by something in their past. It could be something that happened to them, like a disaster or accident, or it could be an extra-planar being showing itself to them at a young age, terrifying them into trying to block out the memories. The Haunted One might have been experimented on, or experimented on themselves, scarring themselves mentally and physically.

The player can be haunted by anything you can imagine. Your player might already have an idea in mind for their backstory but if not, here are some ideas!

Ideas for Haunted One Backstory

  • A deal with a devil that will come due soon (not sure how to do this? Check out my post on Making Deals with Devils!)
  • The memory of watching their home be burned by dragons, orcs, or a human raiding party
  • War, horrible things happen during war
  • Getting a glimpse of something they should not have seen, like the Shadowfell, 9 Hells, or Abyss.
  • Accessing forbidden knowledge
  • Taking part in a gang or the mafia when young. The player is trying to go straight, but they have unforgiven debts and are always afraid they will be pulled back in
  • Worship to a false god or being a member of a cult. The player has since learned it was false worship and is haunted by what they did in the name of this “god”

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Proficiencies for Haunted One

A player that chooses this background gains 2 proficiencies and 1 exotic language. The language and skills are usually connected to why they are haunted, and what is haunting them. 

Below you will see the skill proficiency options available to a Haunted One and how you might connect them to the player’s backstory!

Skill Proficiencies for Haunted One

  • Arcana– The Haunted One might have proficiency in Arcana because they are haunted by their memories of soldiers summoning devils and demons to fight for them. They were magically experimented on, and they can recall what was done to them. 
  • Investigation– The Haunted One might have proficiency in Investigation because they spent years searching for sacred text and found it, and now the images they saw are burned into their brains. An adventurer for hire might have been excellent at finding hidden treasures, one adventure took them to a lost temple where they found a room that contained an unknowable being who burned its image into their minds. 
  • Religion– The Haunted One might have proficiency in Religion because their family was involved in a demonic cult and worshiped the Demon Lord of Gluttony and gained his attention; now his eye is on you. The opposite is also true, the player could have helped save an old woman that was a goddess in disguise, and she told them to look away, they didn’t, and now when they sleep they see her true form, horrible and blinding. 
  • Survival– The Haunted One might have proficiency in Survival because they have been tracking a horrible beast that destroyed their town, and have vowed to kill it. Instead they learned how to keep an eye out for signs of being followed, keeping away from large animals and other creatures. 

Languages for Haunted One

Like the proficiencies gained by the Haunted One, the language they know should be tied to the reason they are haunted. This means the player could have studied the language as part of a ritual or binding or have the knowledge forced upon them.

Below you will see the languages available to the Haunted One and ideas for why

  • Abyssal– The Haunted One could know Abyssal because the creature that haunts them is of abyssal descent. Their parents were in a demonic cult and they were subjected to demonic energy as a young child. Such creatures include Demons and other Abyssal creatures
  • Celestial– The Haunted One might know Celestial because they were involved in a religious sect or some form of Celestial creature has attached itself to the character. The character was haunted by a devil and they sought out the church to help protect them. Such creatures include Angels and Unicorns
  • Deep Speech– The Haunted One might know Deep Speech because their parents were part of a cult worshiping a creature from the Far Realms. They traveled through the Underdark and came too close to an Elder Brain’s lair and it spoke to their minds. They heard whispers and murmurs of plans to destroy the overworld. Such creatures include Mind Flayers and Beholders. 
  • Draconic– The Haunted One might know Draconic because a dragon from their past haunts them. A dragon destroyed their home, and they have sworn to hunt it down and speak to it in its own language before slaying it. Such creatures include Dragons, Wyverns, and Dragonborn
  • Infernal– The Haunted One could know Infernal because they were in close contact with devils when they were haunted. They were in an army that was losing a battle and the general decided to summon devils to help win the war. Such creatures include Devils and other infernal creatures. 
  • Primordial– The Haunted One could know Primordial because they came in contact with a powerful creature of the elemental planes, such as a Djinn. Maybe they found a magic lamp with a genie inside. It granted a wish they made, but in doing so, cursed their mind with knowledge they did not understand. Such creatures include Elementals, Genie, and other creatures from the elemental planes. 
  • Sylvan– The Haunted One might know Sylvan because it came into contact with a Fey being. They were traveling and slept too close to a Faerie’s home. The Faerie used fey magic on their mind, warping it and confusing them as to who they were and where they are. Such creatures include Faeries, Pixies, Satyrs, and other such Fey beings.
  • Undercommon– The Haunted One might know Undercommon because they traveled in the Underdark and came into contact with Drow or Duergar. They were captured and tortured by Drow sorcerers. They escaped, but were never the same, and can’t stand the dark anymore. 

They also gain a trinket that is from the moment the haunting began. The trinket could be anything from a wooden hand of an enemy, to a mummified raven , to a bloodstained tea set. A soldier was part of a battalion that was desperate enough to summon a Demon to win a battle. They kept an inkwell that was used to summon that demon, and it makes them sick to look at. They can’t get rid of it, it keeps returning to their bag when they try. 

These are the proficiencies the Haunted One might have, and why they might have them. Let’s figure out what exactly is haunting the Haunted One. 

What haunts the Haunted One?

If your player hasn’t decided yet, you can help them come up with what might be troubling them. This can be an ancient creature, an event, or even a vision of the future! Here are some ideas to get you started!

  • Ancient Creature- Older than the world itself, ancient creatures possess knowledge that mortals cannot comprehend. Such creatures include dragons, Archfey, old/forgotten gods, Titans, or unknown entities
  • Past Events– Experiments, an act of war, or witnessing an unspeakable crime all leave their mark on the psyche. Past events haunt even the best of people. This can also include past actions, such as participation in a cult or gang.
  • Visions of the Future- The Haunted One might be haunted by visions of the future that were granted as a boon or curse for being too inquisitive. Such visions can come from Hags, sentient weapons, gods, devils, or tricksters all looking to gain from another’s suffering.
  • Ancestral Connection- It is possible that the Haunted One’s family is the reason for the curse. They delved too deep into a demonic cult and the child is cursed because of it. They possibly angered the ancestors and this descendant has to take the fall for it.  

How do you include it in the game?

Whatever your player decides they want for their Haunted One character, you need to be flexible and find a way to include it in the campaign.

Let’s say your player wants to play a Human Fighter with the Haunted One background. They have decided they want to have nightmares about the war they were in when they were younger. How do you incorporate that into your game, and not just let it fall to the wayside?

One idea is to incorporate a special rule for the character. Have the player roll a D100 every night, and if they roll below a 25, they have a nightmare and don’t sleep. Decide what that means if they fail. Do they need to sleep longer to get a long rest? Do they have disadvantage on mental based checks until they complete a short rest? Talk to your players and figure out what works for you and your game.

Here’s another example: Your player is playing a Halfling Wizard with the Haunted One background. They have decided they don’t remember what happened, but they do have dreams focused on a flaming sword.

That sword was used by a Devil Lord, and when he was killed, his essence was bound to the blade to keep him from coming back. He talks to the player in their mind and sometimes is able to take over for a short time if the player is near death, or if they see something that reminds them of the dreams they have. Have the player roll a Wisdom save to resist being taken over by the monster inside when these situations occur.

When Incorporating a Haunted One in Your Campaign, Remember to:

  • Talk to your player about what they are wanting. When you are getting ready to start the campaign, figure out what they are wanting to focus on in their backstory. Do they want to focus on the “Haunted” part of the Haunted One, or do they want to be focused on what caused the haunting? Talk to them and figure it out.
  • Manage your expectations about your campaign.  Don’t be too connected to the idea you have, and let the player make their own decisions. You will have ideas concerning the Haunted One’s backstory, don’t hold too tightly to them. Leave room for improvisation and exploration. Some of the best moments in a campaign are improvised
  • Communicate your ideas about what you are wanting to do with the Haunted One’s backstory.  Once again, just talk to your Haunted One player about what your ideas are. It is their story just as much as yours, so work together with them, the campaign will flourish if you do. 
  • Take some notes about what type of creature or why the Haunted One is being haunted.  Do some research about the type of creature that is haunting them. Figure out why the haunting occurred, or how it was an accident. Learn about the creature or circumstance that caused the haunting so you can better involve it in your campaign. 
  • Try to involve the Haunted One’s backstory throughout the campaign.  Keep note of how long it has been since the Haunted One’s haunting was last referenced, if it has been some time in-game, bring it up again. Have the player dream about what happened, or bring someone that was involved in the haunting into the player’s view. Figure out how to keep it on their mind and not have it fall too far to the wayside. 

Whether your player is an elf rogue that got too close to a demonic summoning circle or a Half-orc wizard that is haunted by the knowledge that the gods are playing games with mortal lives, Haunted Ones can be a lot of fun!

Embrace the fear, dive into the creepy, and bring some new depth into your game by using the Haunted One background to its fullest.

Until next time,

May your game have advantage, my friends!

-Halfling Hannah

Want to Support Halfling Hobbies? Check out our Trinket Shop!

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Complete D&D 5e Job Board Quests for Parties Level 1-4


If your players are looking to make some money, you can bet they will be looking for a “job board.” Essentially a D&D Fiverr, job boards can often be found at taverns, near the city gates, or posted by guard barracks. At Job Boards, potential employers post parchments listing jobs and where to find out more. These are often very short “teasers” and may or may not be entirely forthcoming. Job Boards are the perfect place to put up teasers for side quests and they pretty much guarantee your players will take your hooks. A good job board should have a mix of easy and difficult tasks for the player level. The more difficult the task, the better the reward players should earn for completing it. However, this can be a problem, especially if you didn’t know they would be looking for a job board. You, DM, have to come up with all those teasers, NPCs posting them, and side quest. That is a lot of work! Especially when you don’t know which one they are going to pick! What if you do all that work and they decide not to do any of them! That is frustrating. That’s where I come in! Here are some tried and true side quests for parties of level 1-4 that you can post on your job boards! (Big shout out to DM Joeseph and Dungeon Master Lidia for collaborating with me to make this list!) Below you will see individual job postings you can pick from along with graphics of the posting that you can print out and let your players look at. Alternatively, download the .png and text them to your players so they can all see them and keep them for later! Additionally, if you want a super cool miniature to pull out each time your players go searching for a job board, I recommend WizKids “Bounty Board!” If you have been here long, you know I love to support local! And I do not partner with Amazon. We choose instead to partner with Noble Knight Games (a brick-and-mortar store in Wisconson!) the picture below will take you to their online shop, always support local if you can! (Also, this purchase helps support Halfling Hobbies! Double Win!)

Easy Difficulty Jobs

Adventurer’s Needed to Retrieve Materials

Location: Shield Breaker Smithy NPC: Female Fire Genasi, Rosette Emberstrike Reward: 5 gold per ore and a +1 sword or bow Quest: Rosette Emberstrike has been commissioned to create the ceremonial daggers for the prince’s (or other noble’s) coronation (or birthday celebration). However, the designs she proposed where based on ore that she doesn’t have, in fact, she has never even seen it before. She has only read about it in her father’s journal. This material is said to possess natural protection magic and emits a faint, deep purple aura, perfect for royalty/nobility. This material is rare, VERY rare, and the only deposit her father mentioned is guarded by strange tree men that wouldn’t let her near it. She makes swords, but she doesn’t use them. Rosette needs adventurers to retrieve the ore, in whatever way they see fit, and bring it back immediately so she can begin construction on the daggers. The more ore, the better. Rosette has never worked with this material before and isn’t sure how much she will need. She also would prefer to have enough to not be afraid of making a mistake. The party needs to bring her a minimum of 5 ore chunks, but she will pay them for as many as they can find.

Encounter: Twig Blights (Monster Manuel p. 32)

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. Twig blights are a great way to make even low-level parties feel powerful. Even a level one party can handle a horde of twig blights and the fact that they are indistinguishable from other bushes makes for great descriptions! Like the quest but not the encounter? Check out these monster options for low-level parties! 10 Terrifying Monsters for Your Level 1 Party.

Adventurer’s Needed for “Kitchen Help”

Location: The Hearth & Pot Tavern NPC: Butch Marcle, Male Half-Orc Reward: 20 gold plus room & board Quest: Butch is former Sergeant turned tavern owner. He prides himself on running a clean and respectable business. (This should be surprising to players based on how dirty his job posting was! Turns out that the posting has been up for a long time.) For the past few months, Butch has been under attack. Something is sneaking into his kitchen nearly every night, stealing food and making a mess! The place is locked up tight each night. There is no way anything is getting in through the doors or windows. Butch has set traps, waited up, and even hired other adventurers, but nothing has worked! If word gets out he has a…*gulp*…pest issue, it would ruin him! If you can find whatever it is and put an end to its late-night foraging, Butch will gladly give you 20 gold and a free place to stay when you visit the city!

The Encounter: A Rogue Kobold (Monster Manuel p. 195)

While one Kobold is no threat to even a level one party, such a creature can make for a really fun encounter through role-play! This kobold has been separated from its clan (either as a punishment or because the clan was killed) and has chosen to live under the Hearth & Pot Tavern. The kobold has created an entire lair under the tavern with a tunneling system that spans nearly the entire town! It has been sneaking in and stealing from all the taverns in town, collecting a tiny hoard of odds and ends. The kobold has an entrance to Butch’s kitchen from a tunnel under a loose stone slab on the floor (DC 15 Investigation/Perception). This tunnel is small, easy for the kobold to move through, but difficult for larger creatures.

Options!

For this quest the party has some options. They can choose to:
  • Kill the kobold
  • Convince the Kobold to join them and leave to find a new clan
  • Convince the kobold it is wrong to steal and he should help Butch out to pay for what he takes
This job allows the party to do whatever it is that they do best! If they are murderhobos, murder away! If they are kind souls, they can help two people at once. This is a great role-playing job option for low-level parties!

Something in the Fields

Location: Morrowvale Village NPC: Village Elder Marc Barrenthorn Reward: 250 gold and a horse and cart Quest: Morrowvale is a peaceful farming village. They primarily raise milo (a tall grain much like corn, only with red tops). They keep to themselves and live a modest life on the outskirts of the city. However, recently, there have been strange things happening in this small village. Animals have been found slashed to pieces, but not eaten. Even one man who went into the fields alone was found cut apart. No animal noises have been heard when the attacks happen. There are no footprints and no witnesses. The Elder knows something is lurking in the fields. No one is allowed to go out on their own and children are kept close. Barrenthorn has no clues that might help the adventurers, but says they can talk to anyone in the village to see what they can find out. Here are the clues based on who the party talks to:
  • An old man found his prize goat sliced to pieces, the only thing out of the ordinary was some straw on the ground leading into the fields (DC 10)
  • A woman says she doesn’t like to walk by a certain scarecrow because she feels like she is being watched, its probably just in her head though… (DC 13)
  • One child swears he saw a scarecrow turn its head and watch him walk by (DC 18)

The Encounter: A Scarecrow (Monster Manual p. 268)

Scarecrows are already creepy, but if you bind them to a dead evil creature or spirit, they are terror embodied. This encounter is terrifying and your players won’t ever forget it! 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. You can make this encounter more difficult by adding another scarecrow, but be careful! Scarecrows are resistant to piercing, slashing and bludgeoning damage and, at this level, that is likely all your players will have. This makes Scarecrows more difficult to kill than other monsters of the same CR. Once the party finds and kills the Scarecrow, I dub them, “The Heroes of Morrowvale!” and have the village throw them a huge party! Any time the players come back to this village, you can bet they will be treated well! Looking for miniatures for these quests? Check out our partner, Noble Knight Games! They have a HUGE selection of miniatures at discount prices! A DM’s dream come true! Click the banner below 🙂

Medium Difficulty Jobs

These jobs will be more difficult to complete but they will also pay significantly more. There still shouldn’t be any danger of the anyone dying but they will certainly need a long rest or two afterward!

Strange Sounds:

Location: Temple of (whatever you want) NPC: Father Jesep, a very, VERY old human male who mumbles and shuffles. Reward: 500 gold Quest: Father Jesep has been the head of the temple for longer than just about anyone can remember. Some even say he has a touch of Elf blood in his veins, that’s wait helps him live so long. Father Jesep is sloooooooow. Speaking in a quiet, slow mumble and walking with shuffling feet. Mostly, his assistant, Friar Morgan, speaks for him. The Temple is in charge of maintaining the catacombs. Friar’s go down daily to offer prayers for the day and make sure there is no foul play. There haven’t been any problems for years, but lately, Friar’s have begun to hear strange noises coming from the oldest parts of the catacombs where the great wizards of the past are housed. Some Friars investigated but ran out when they saw a singular green eye staring at them in the darkness. No one has been to that area since. They have gated that section off and warded the area, but they can’t simply leave whatever it is down there forever. If the adventurers can investigate and find out exactly what they are dealing with, the Temple will pay them 250 gold. If they can eliminate the problem, the Temple will pay an additional 250 gold (500 total).

The Encounter: Nothic (Monster Manuel p. 236)

Cursed archaists who strive to obtain godhood and fail can become nothic. Nothics do not remember their past lives, but they are still drawn to magical knowledge and weapons by impulses they don’t understand. Usually, nothics are content to watch creatures it encounters, weighing and measuring them with their strange insight. However, when attacked, it can use its one eye to rot the flesh of its adversaries. This nothic has been drawn to the catacombs by the tombs and weapons of the ancient wizards buried here. It has opened all the tombs and taken out the wizard tomes and items, collecting them together to pour over them. Nothics can be bargained with, often exchanging magical secrets for magical items. In this case, your party can try to bargain with the nothic or slay it.

Slay the Monster

Location: The woods outside the city/village NPC: Generic Barrack Guard Reward: 1000 gold Quest: Several citizens in the surrounding around have encountered a monster in the woods to the north. This monster has been eating livestock, destroying fences and causing havoc. Some soldiers from the village and some adventurer’s were sent to slay the beast, but they have not be heard from since. This is a classic monster hunt! Track and find the beast and kill it! Make sure your party is prepared!

The Encounter: A Cockatrice (Monster Manuel p. 42)

Hideous and furious, a cockatrice is not a creature you want to encounter. Normally, cockatrices’ are no threat, eating berries, small animals, and nuts. However, if they sense any threat of danger, they attack immediately. Even the slightest scratch from a cockatrice’s beak will turn flesh to stone. As your party investigates the area looking for the monster, you can describe scattered stone statues in different positions, wearing guards armor.

Potentially Deadly Job

Clear the Goblin Lair to the South

Location: An abandoned mine south of the city NPC: Lucile Stonecarver, Leader of the Merchant’s Guild, Female Dwarf Reward: 3000 gold and a letter of recommendation from the Merchant’s Guild Quest: There are always Goblin bands that will, occasionally, steal a shipment or two from the guild. But this particular band has gone too far. They have stopped every shipment of goods from the south for the last 3 months! Enough is enough. The Guild will be happy to pay anyone who can clear out the Goblins and bring back the head of their leader, Bree-yark. This is a dangerous quest and many have attempted to do so and failed. If you succeed, Lucile is happy to pay you a large sum of gold and give you a letter of recommendation, which will give you discounts from any merchant in the guild!

The Encounter: Goblin Lair (Monster Manuel p. 166)

This classic dungeon dive encounter is best for a party of level 4. Will goblins are not particularly tough enemies, they always attack in large numbers. Their lairs are also trapped, whittling down enemy health before they ever even encounter a goblin. Lay traps, plan for a large encounter, and a final boss fight. This is a potentially deadly encounter, but also so much fun! Looking for a pre-done map like the one above for this encounter? Check out Miskas Maps! (no affiliation, just awesome stuff!)

Want More?

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There is nothing better than a job well done. I hope you and your players enjoy these as much as my own players have. Until next time, May your game have advantage, my friends! -Halfling Hannah

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