Reddit DnD
Dungeons and Dragons
Tabletop and LARP Dungeons & Dragons GURPS Pathfinder
Posted: 2026-08-10T13:01:20+00:00
Author: /u/AutoModeratorhttps://www.reddit.com/user/AutoModerator
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Posted: 2026-08-01T14:00:47+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: 2026-08-11T22:25:05+00:00
Author: /u/_K4cper_https://www.reddit.com/user/_K4cper_
This is my second ever campaign, and only its second session, so maybe I don't understand something, but basically me and one other player rolled nat 1 when rolling for initiative. I looked it up, and according to the rules as written, that doesn't mean we should lose a turn, but the DM skipped us both anyways. I did find that it's a homebrew rule, but he never told us he's doing ANY homebrew, he just kept saying it's standard 2025 rules. When i asked him why we got skipped, he replied with "the first rule of DnD is to have fun", so obviously every DM homebrews a little here and there. Now, maybe I'm missing something, but i can't see how this is supposed to be "fun" that I didn't get to play on my turn, it especially stung because i had already planned out my entire turn in detail, with a backup plan in case i roll bad, just for it to get skipped. I didn't argue, because i have horrible anxiety and i was feeling terrible at the time. But anyway what do you guys think about this? Am i overreacting? Is the rule fun or not? Who is in the right here? I'm just feeling down and confused about all of this...
EDIT: i feel like i should say that it was only the first turn, and that i was the only player surprised or upset by the rule, and that my DM explained that it goes both ways and applies to enemies as well, which i still didn't really prefer, but seeing as all the other players liked the rule, i didn't push it. Later i also talked to the DM, on the forum, because that was right after a session, again, everyone but me thought the rule was good, and that going last could be an advantage (even tho i only got to do like a third of what i originally planned out). And he even contacted me after the session asking if there was something else i didn't enjoy about the session.
TL;DR: DM used the homebrew rule that takes away your first turn if you roll nat 1 initiative, but only revealed it when it was in effect, so my plan went to waste, said that it's a rule added to make the game more fun, later explained it applies to enemies too and it stayed by popular vote, but i guess I'm not too mad about it after all, and the dm later asked if there was anything else i didn't like but at that point i didn't really care that much
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Posted: 2026-08-12T03:07:07+00:00
Author: /u/mz4250https://www.reddit.com/user/mz4250
Posted: 2026-08-11T19:23:49+00:00
Author: /u/CH_ultimatehttps://www.reddit.com/user/CH_ultimate
Appearance:
The Flaming Knight is a terrifying but majestic fusion of regal honor and supernatural dread. He wears heavy, blackened plate armor etched with the faded, scratched-out heraldry of a forgotten kingdom. He wears no helmet; instead, his head is a bare, bleached human skull completely engulfed in a roaring crown of spectral, divine fire. Two searing embers burn deep inside his hollow eye sockets.
He rides into battle on a monstrous, skeletal stag pulled from the spirit wilds. The beast's head is a massive stag skull with sweeping, jagged antlers made entirely of solid, crackling flame. Together, they leave smoldering, scorched hoofprints wherever they tread, looking less like chaotic monsters and more like an impending divine judgment.
Backstory & Lore:
Centuries ago, he was the paragon of loyalty, the personal bodyguard and champion of the realm's First High King. When a shadowy coup assassinated the monarch, the true killers framed the knight to cover their tracks. He was stripped of his titles and publicly executed for a regicide he did not commit, his name erased from historical records.
However, his soul's cry for justice reached the ears of a Goddess. Recognizing his absolute innocence, she snatched his spirit back from the afterlife and bound it to the divine fire of her wrath. Raised as an undead instrument of vengeance, his flaming skull is a permanent brand of the execution he suffered, turned into his greatest weapon. Reunited with his loyal hunting stag blessed with the same eternal flame, the Flaming Knight now roams the mortal realm to hunt down the bloodlines of the true conspirators and finally clear his ancient name.
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Posted: 2026-08-12T02:03:28+00:00
Author: /u/rhundalworldhttps://www.reddit.com/user/rhundalworld
I am making a new elven culture in my campaign called the Teś Livaní which are a different approach to traditional elves inspired by Mongolian pastoralism. They have a deep connection with the spirits of the sky, of beasts, and of the weather. They inhabit a sparsley populated border region between the Näntoriz highlanders to the north and the dune elves southwest, and move around in big herds of reindeer. I see them on long rugged treks across the highlands instead of elves deep in forests with their artisanship and beauty. What thoughts do you have about this elven culture? Should I make different stats to make them playable, or just keep them as NPCs and as a culture the players can interact with? If you were to play in a world with elves like this, what would you want to see?
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Posted: 2026-08-11T23:27:26+00:00
Author: /u/Any-Front-375https://www.reddit.com/user/Any-Front-375
Sworn to the King of Arventia, failed long ago to protect the royal family. Following her lord's final orders, she left to keep the civilians safe, but while she was away, the King sacrificed himself to stop the enemy's advance.
Now, Jessica continues to live with the weight of knowing that her King and the kingdom she once called home are lost forever.
But be sure that Jessica's story doesn't end here. She is an NPC in my campaign, and she will help the paladin on his journey back home, or rather, back to his kingdom.
What do you think of her backstory? And what do you think of her design?
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Posted: 2026-08-12T02:26:15+00:00
Author: /u/Responsible-Gap2195https://www.reddit.com/user/Responsible-Gap2195
I'm talking about the fact about some class makeups feel like theyre made to be there (i.e. Aasimar Acolyte Life Domain Cleric being the most "cleric" cleric, or a Wood Elf Guide Circle of The Land Druid being the most "Druid" druid. What do you think is the equivalent for sorcerer? Or other classes like wizard or Bard
Edit: changed circle of the moon druid into Land
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Posted: 2026-08-11T14:56:06+00:00
Author: /u/Vicky_1995_https://www.reddit.com/user/Vicky_1995_
Mithiri Vorwith, daughter of Leonardo Vorwith and heir to House Vorwith.
Being the Tiefling daughter of a human noble has created more than a few complications within her extended family. Her mother, once a maid who was raised to nobility after marrying into House Vorwith, has only added another layer to the resentment some family members harbor toward her.
That perfect storm of family politics has followed Mithiri throughout her life.
There have been two known assassination attempts against her. The first came when she was still an infant and was stopped by the watchful eyes of her guards. The second came years later while she was attending college, when one of her teachers intervened before the assassin could finish the job.
Mithiri grew up learning that a friendly smile could conceal a blade.
Now, she has chosen to become an adventurer. Her goal isn't simply wealth or fame; she wants to build a reputation of her own and bring honor and prominence to House Vorwith through her deeds.
That journey has taken an unexpected turn.
Through what she can only describe as the serendipity of the gods, Mithiri has found herself chosen as the Champion of the God of War.
Now she carries a divine weapon, travels with a group of adventurers, and is slowly discovering that becoming a hero may be the best way to protect the family she loves and perhaps finally make a name for House Vorwith that no assassin can take away.
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Posted: 2026-08-11T19:19:40+00:00
Author: /u/spaghetteSquidhttps://www.reddit.com/user/spaghetteSquid
Yipki
Character created originally for a friend's campaign that seems to be dead, sadly. Been changing the design around from the first to shift the character's vibes.
This version of the character is intended to be an orphan adopted by a wandering eccentric wizard. discovered to have wild magic innately flowing through her. She is prompted to leave home after reading a note from her father about her origins and where he last explored in search of answers. All roads would lead her to the Feywild but now she needed to get there.
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Posted: 2026-08-11T19:41:26+00:00
Author: /u/sampokoskienjoyerhttps://www.reddit.com/user/sampokoskienjoyer
I really want to play a cleric with the "last follower of a god" trope, but i'm unsure if there are any existing ones or if i should just homebrew it.
I'd be open to a god of almost any kind, since o want to build said characters lore off this trope.
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Posted: 2026-08-11T14:14:27+00:00
Author: /u/Blair_Bleighhttps://www.reddit.com/user/Blair_Bleigh
I’m about to dm my first campaign! One of my players’ characters is starting the game with amnesia, having no recollection of his backstory. I’m not sure how to handle that on a meta gaming level I suppose.
If he chooses to have me make up his character’s backstory (which I’ve offered to do and he’ll likely agree to), how much of it, if any, should I inform him of? I guess this is ultimately just up to me and my player to decide, but I was curious if it was like horrible dm etiquette to not inform someone of their amnesiac character’s life story just so they can roleplay properly lol.
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