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Posted: 2026-06-01T13:01:58+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2026-06-01T14:00:58+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
The purpose of this thread is for artists to share their work with the intent of finding clients, and for other members of the community to find and commission artists for custom artwork.
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Posted: 2026-06-06T14:03:35+00:00
Author: /u/RichDesperate6653https://www.reddit.com/user/RichDesperate6653
I designed a pair of experimental d20s called FateFlip.
The white "Good" d20 is mechanically biased toward higher results, while the red "Evil" d20 is mechanically biased toward lower results.
Both dice use an internal design that gives each die 60 display surfaces instead of the 20 faces visible on a standard d20.
To emphasize extreme outcomes, I added special symbols:
White "Good" d20 special features:
The Great 20 (chance of 1 to 60 rolls)
⭐ Radiant Star (chance of 1 to 60 rolls)
🪽 Angel Wings (chance of 1 to 60 rolls)
@ Twist of fate (chance of 1 to 60 rolls)
Red "Evil" d20 special features:
The Terrible 1 (chance of 1 to 60 rolls)
💀 Demon Skull (chance of 1 to 60 rolls)
🗡️ Broken Sword (chance of 1 to 60 rolls)
@ Twist of fate (chance of 1 to 60 rolls)
The concept was inspired by game effects such as blessings, curses, luck, destiny, divine favor, and misfortune, represented through the die itself rather than through modifiers or rerolls.
These aren't intended to replace a standard d20. I imagine them being used only for special situations where a game calls for unusually good fortune or unusually bad fortune, while ordinary rolls would still use a regular d20.
What game mechanics or RPG situations would you use these dice for?
Commercial Disclosure: I am the creator of FateFlip d20. The dice are available on Amazon here
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Posted: 2026-06-06T14:31:44+00:00
Author: /u/New_News7098https://www.reddit.com/user/New_News7098
Been working on a new character concept lately: a traveling postwoman who delivers letters across the realm with the help of messenger pigeons.
I liked the idea of making a fantasy character with a regular job instead of another warrior or mage. While adventurers are off saving kingdoms, someone still has to carry news, contracts, love letters, and all the little things that keep the world connected.
The pigeons help her deliver messages over long distances, and she carries enough mail to make every trip feel like a small expedition.
Curious what class you'd give her in D&D!
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Posted: 2026-06-06T14:39:55+00:00
Author: /u/Backdoor_Officialhttps://www.reddit.com/user/Backdoor_Official
One of the most common mistakes I see in TTRPGs is what I call "death by a thousand skill checks".
A player comes up with a plan.
Let's say a Bard/Rogue wants to get through a locked door.
The player decides to distract a guard with conversation, flirt a little, then steal the key from his pocket.
Sounds like a perfect moment for a social character and a thief to shine, right?
Instead, many DMs run it like this:
- Roll Perception to notice the guard slipping the key into his pocket.
- Roll Intelligence to pick up on subtle signs that he's lonely and eager for attention, giving you an angle to approach him.
- Roll Persuasion to charm and distract him.
- Roll Sleight of Hand to lift the key while he's distracted by a playful touch.
On paper, every single check sounds logical.
The problem isn't any individual check. The problem is that probabilities multiply.
In practice, you've just created a statistical disaster.
Suppose the character has:
- 75% chance to pass the Perception check.
- 60% chance to pass the Intelligence check.
- 85% chance to pass the Persuasion check.
- 95% chance to pass the Sleight of Hand check.
Many DMs look at those numbers and think:
"Looks easy enough."
But probabilities multiply! The actual chance of the plan succeeding is:
0.75 × 0.60 × 0.85 × 0.95
= 36.3%
The specialist fails nearly two thirds of the time.
Not because they're bad at stealing keys. Not because they're bad at social manipulation.
Because the action was locked behind multiple prerequisite checks.
This gets even worse when failure on one check penalizes the next!
For example:
- Fail Perception → You don't even know there's a key to steal!
- Fail Intelligence → You don't notice that the guy visibly nervous and inexperienced around attractive people? Persuasion at disadvantage.
- Fail Persuasion → Sleight of Hand at disadvantage.
Now the player's expertise is constantly being filtered through unrelated stats.
The Bard isn't being really tested on Charisma.
The Rogue isn't being tested on Sleight of Hand.
They're being tested on whether a chain of unrelated rolls allows them to use the abilities they actually invested in.
And that's where many games accidentally make specialists feel incompetent.
A common defense is:
"But I wanted the situation to be challenging."
Challenge is good.
But challenge should usually come from meaningful obstacles, not from repeatedly asking the dice whether the character is allowed to be competent.
If a Rogue has Expertise in thieves' tools, years of experience, specialized equipment, and unlimited time, why is the critical question:
"Do you notice the trap?"
Why isn't it:
"You notice the trap. How do you deal with it?"
Those are very different design philosophies.
One asks: "Are you competent?"
The other asks: "How do you apply your competence?"
The second is usually much more satisfying!
Another thing many DMs underestimate is cumulative failure.
Imagine five checks in a row.
Even if each one has a 90% success rate:
0.9 × 0.9 × 0.9 × 0.9 × 0.9
= 59%The player fails the overall task 41% of the time.
And that's with FIVE very favorable checks.
Every additional roll matters.
A lot.
This is why players often feel like their characters are terrible at the things they're supposed to be experts at.
The DM sees: "Each individual check was fair."
The player experiences: "My master thief failed to steal a key."
The DM sees: "Each DC was reasonable."
The player experiences: "My social specialist couldn't navigate a basic social interaction."
The math doesn't care whether each step looked fair in isolation.
The player experiences the final outcome.
If you want specialists to feel competent:
- Let expertise matter.
- Avoid locking core abilities behind unrelated stats.
- Reward success with bonuses.
- Be careful about stacking penalties.
- Ask fewer rolls, not more.
- When possible, test the specialist on their specialty.
Most importantly:
Don't turn "Can the Rogue steal the key?" into four opportunities for the Rogue to be told they're secretly bad at being a Rogue.
The purpose of skill checks is to create interesting uncertainty.
Not to make specialists feel useless.
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Posted: 2026-06-06T07:05:40+00:00
Author: /u/MillionPlayzhttps://www.reddit.com/user/MillionPlayz
P4-X, also said as just Pax, is my character for a campaign I’m in with my friend’s own homebrewed setting. He’s an Artillerist Artificer who’s flavored his true strike attacks and other spells to be Spellfire. Having also taken the Spellfire Adept feat, every time he uses the feat it causes his body to crack and exposes the elemental energy that runs through his body because of the Draconis Fundimentium that powers him. His Eldritch Cannon is the claw attached to his back.
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Posted: 2026-06-05T18:46:41+00:00
Author: /u/clay_vessel777https://www.reddit.com/user/clay_vessel777
Pretty much the title. I made a shop called "Temu's Traveling Treasures," staffed solely by a little fellow named Temu, wearing bright orange robes. Instead of products, his store just had catalogs of different products you could buy from him, all about 90% less than what you'd expect to pay for them normally (potion of healing for 5gp, Broom of Flying for 40gp). You pay, then come back the next day to pick up your products. The reason for the delay is that he "stores his inventory in less expensive parts of town to save on overhead and reduce prices."
After purchasing any item, the players roll a straight d20 for each item. On a natural 20, it's exactly the item they purchased. On anything else, it gets a...quirk that the DM reveals at the relevant moment. Here are some examples of products my players bought, what they rolled, and what the quirks are:
- Broom of Flying: Rolled an 18. It can only fly 30 ft high, and only for 1 hour a day (the player hasn't figure the second part out yet).
- Returning Dagger (for throwing): Rolled a 3. Only returns if your attack roll was an 18-20.
- Greater Healing Potions: Rolled a 7. Still heals 4d4+4, but could do anything from giving you the poison condition to reducing your STR to 5 for 1 hour.
- +2 Longsword: Rolled a 17. If he uses it more than 5 times in a day, it'll break.
- Bag of Holding: Rolled a 1. Haven't decided what to do with this yet but am SO excited to.
This was a SUPER fun little encounter that my players loved. They new things wouldn't great, but still pretty much immediately feel into the "It's only 5gp, why not?" trap and bought over 20 items.
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Posted: 2026-06-06T13:00:23+00:00
Author: /u/Strange_The_Editorhttps://www.reddit.com/user/Strange_The_Editor
Made this on MapGen4 (no AI to my knowledge on that sight). If this is Mik, Rosie or Bex, pls don't read this.
This is the Byfrûst Archipeligo, currently dominated by an army of Zealot Barbarian Frost Goliath lead by a six-armed giant named Viddal, the offspring of a Hill Giant pleasure thrall and a Hechatoncheire (hundred handed giant).
The archipeligo has become a factory farm of flesh as the horde attempt to create their own bastard god, a massive flesh tree they call Yggdrasil. The humans, gnomes, tieflings and halflings who once lived there have been subjugated and enslaved, as the horde turned their townships into Valhallas; bloody great homes for their captive bands of orcs (they mature the fastest out of humanoid races). In the Valhallas they fight, shag and feast to their hearts' content every night, and then the goliath cart their bodies off to be turned into Flesh Golems, which are later tossed onto the roots of Yggdrasil, growing it exponentially. As such, the thralls are forced to overfish, overhunt and over farm the land in order to provide enough food and booze for the orcs.
Nobody but the goliath know how to sail after generations of slavery, but a small group of runaways found their way to the Jormungandr Basin, and within they found an ancient god known as the Dredge Feeder (Fathomless Parton). It gave them power, and told them that should they fell Yggdrasil and sink it's corpse into the depths, it will rise up and drown the entire archipelago, putting an end to the horde once and for all.
Of course, the conflict isn't totally isolated, as the Church of Tiamat are anonymously trading with the Dredge Cult by way of a shell company out of Baldur's Gate that sends them provisions, as a sunken nation has no use for it's treasures, but the Mother of Calamity certainly does. The ships they send are autonomous, manned by skeleton crews of rookie adventurers who don't know how to sail. They are, of course, also sending the occasional Cleric of Tiamat who is more than happy to heal the revolutionaries for a sizeable fee.
Between the War profiteering, Zealot goliath, flesh gods, giant barrows (tombs), an enclave of very prickly druids, the orc farms, the fathomless cult and the fact that one of my players is (because the Church of Tiamat's shell company made an oopsie) the only human who knows how to sail in the entire Archipelago! I think my party have enough to be going on with.
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Posted: 2026-06-06T13:43:15+00:00
Author: /u/OutrageousCash292https://www.reddit.com/user/OutrageousCash292
I have a player with ADHD who is not medicated, and they are quite talkative.
Every time we have our D&D sessions, we need at least 30 minutes to talk to the player so that we can kind of tire them out, and hope that during the session they won’t hog the conversation with their talk about things.
I have told the player twice already that if they want to talk or mention something, they can do so by writing it in chat. But they rarely do. They forget in an instant, and I figured that they need to be reminded all the time, which I do not have the time or energy for.
And as they are using their phone to be on call and use Roll20, whenever something is happening or they see a new NPC, they are not in game mode but go on Pinterest/TikTok/YouTube to find stimulation.
Every time I ask them about a certain thing or just mention their name, they ask: “What happened? I was on [app].”
The only time they are engaging is when it is their character’s story, or when they engage with other people’s stories if it is dramatic or scary, and they are engaged when battle is in the sequence—but once their round is done, it is back to TikTok, etc.
I want to build a place that is good for them, but I do not quite understand ADHD or how to stimulate my player into being focused on the game.
But then there’s another side to them: when other players confront them about this issue, the player retracts and doesn’t engage in the game at all afterward. It feels like they’re sulking or something.
I am also a bit saddened for them, as one of the only open public spaces that has D&D one-shots, and which they went to almost every week, has banned them from ever visiting again because they cannot control their ADHD.
That is heartbreaking for me, as it is for them.
This is why I came here to ask for help, understanding, and what I can do for them.
If any of you have advice for what I should or could do, please let me know.
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Posted: 2026-06-06T09:36:25+00:00
Author: /u/LogisticsEmulatorhttps://www.reddit.com/user/LogisticsEmulator
- Sorry if my post has a weird format I'm not used to posting things on reddit My Dm is talking with a player about how the class he is trying to run is too strong. I still believe this class to be way stronger than just multiclassing fighter rogue especially in that we get levels 1 at a time meaning most characters are weaker multiclassing for power until they get the features they want. The player character believes this class is neutered in the revised version and weaker than just multiclassing Assassin Rogue and Fighter champion at equal levels which are the two classes he combined and removed stuff from. Any opinions or help would be appreciated I'm just looking at how to recommend changes that are balanced and keep the idea of the class. Here is the presented class and beneath it is the revised class I recommended
- Fighter Subclass: Deathknight Subclass Summary Deathknights are stealthy martial executioners who combine battlefield discipline, assassin tactics, expanded critical hits, and necrotic weapon damage. They are not spellcasters. Their supernatural power comes through weapon strikes and deathly combat features.
- Level 3 — Deathknight Initiation You gain proficiency with Stealth and thieves’ tools. You can take the Dash, Disengage, or Hide action as a bonus action. Your weapon attacks with weapons you are proficient with score a critical hit on a roll of 19 or 20. Necrotic Strike Once per turn, when you hit a creature with a melee weapon attack using a weapon you are proficient with, you deal extra necrotic damage equal to: 1d6 + your Dexterity modifier This extra damage is called Necrotic Strike. Multiclass Restriction Once you gain this subclass, you cannot multiclass, and a multiclass character cannot choose this subclass.
- Level 7 — Deathly Ambusher You have advantage on attack rolls against any creature that has not taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. You also gain expertise in Stealth and thieves’ tools. Your proficiency bonus is doubled for any ability check you make using either proficiency.
- Level 10 — Necrotic Surge Your weapon attacks with weapons you are proficient with score a critical hit on a roll of 18–20. Your Necrotic Strike damage increases to: 2d6 + your Dexterity modifier This improved version of the attack is called Necrotic Slash. In addition, when you use Action Surge, your weapon attacks deal an extra 1d6 necrotic damage until the end of that turn.
- Level 15 — Soul Rend Your Necrotic Strike damage increases to: 3d6 + your Dexterity modifier This final version of the attack is called Soul Rend. In addition, when you score a critical hit with a weapon attack, the target cannot regain hit points until the start of your next turn.
- Level 18 — Eviscerator When you reduce a creature to 0 hit points with a weapon attack, you gain temporary hit points equal to: your Fighter level + your Constitution modifier In addition, once per turn while you are at or below half your hit point maximum, your weapon attacks deal extra necrotic damage equal to your Constitution modifier. Balance Notes The subclass has strong critical-hit and ambush identity, but it has several built-in limits: It does not grant spellcasting. It cannot multiclass. Its bonus necrotic damage is once per turn. The improved 18–20 critical range does not arrive until level 10. The guaranteed critical hit only works against surprised creatures, which depends heavily on encounter setup and DM approval. The subclass is intended to be a strong martial option, but not a full caster, not a smite-stacker, and not a multiclass exploit build.
- Level 3 — Deathknight Initiation Your weapon attacks with weapons you are proficient with score a critical hit on a roll of 19 or 20. Necrotic Strike Once per turn, when you hit a creature with a melee weapon attack using a weapon you are proficient with, you deal extra necrotic damage equal to: 1d6 + your Dexterity modifier This extra damage is called Necrotic Strike. Multiclass Restriction Once you gain this subclass, you cannot multiclass, and a multiclass character cannot choose this subclass.
- Level 7 — Deathly Ambusher You have advantage on attack rolls against any creature that has not taken a turn in combat yet. In addition, the first hit you score against a creature that is surprised is a critical hit.
- Level 10 — Necrotic Surge Your weapon attacks with weapons you are proficient with score a critical hit on a roll of 18–20. Your Necrotic Strike damage increases to: 2d6 + your Dexterity modifier This improved version of the attack is called Necrotic Slash. In addition, when you use Action Surge, your weapon attacks deal an extra 1d6 necrotic damage until the end of that turn.
- Level 15 — Soul Rend Your Necrotic Strike damage increases to: 3d6 + your Dexterity modifier This final version of the attack is called Soul Rend. In addition, when you score a critical hit with a weapon attack, the target cannot regain hit points until the start of your next turn.
- Level 18 — Eviscerator When you reduce a creature to 0 hit points with a weapon attack, you gain temporary hit points equal to: your Fighter level + your Constitution modifier In addition, once per turn while you are at or below half your hit point maximum, your weapon attacks deal extra necrotic damage equal to your Constitution modifier.
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Posted: 2026-06-06T04:01:45+00:00
Author: /u/EasyBreezyTrashhttps://www.reddit.com/user/EasyBreezyTrash
During a recent table dispute, the DM defended his actions by saying he has to punish us.
I said “do you really think that you’re supposed to punish the players? Like us specifically, not our characters but us.”
He said “of course, that’s the DM’s job!” like it was crazy for me to think anything else.
Now. When it comes to this dispute, I know the advice is going to be “leave the table”, and I’m way ahead of ya. I have. It was a bad table dispute with a lot of childish defensiveness from the DM even before that comment, and I don’t want my fun time to be spent with a person who uses the game as his place to be a petty tyrant for 3 hours a week.
But why is this attitude so prevalent? I’ve seen it pop up in a lot of DND discussions, and while there are also lots of people who’ll jump in to call that out, I also sometimes see people who perceive it as just some people’s table style. I know that 2024 takes extra care to tell DMs that they aren’t there to compete with their players, but I’d argue even 5e makes it clear that you’re supposed to be guiding something fun.
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Posted: 2026-06-06T12:18:25+00:00
Author: /u/BrushwindAssetshttps://www.reddit.com/user/BrushwindAssets
Hi, I am an oil painter turned digital fantasy asset creator, relatively new to the scene. I create Cartography & TTRPG Game assets for DnD maps and this asset belongs to my mini pack called Storybook Stoneworks. It includes matching windows, stairs, a chimney, a roof, pillars, an archway and a stone fountain.
I like to make sure such asset like these work from a top-down perspective while still keeping a touch of isometric depth, so that we can see all the nice details.
You can find more of my packs on Roll20 Marketplace
Or my sad new Patreon.
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