Avatar

myD&D

@mydnd / mydnd.tumblr.com

a D&D, tabletop, fantasy art blog.
Avatar
Avatar
Reblogged

The Crimson Court - 75x90 XL battlemap for some creepy October vibes

As you approach the vacant gates of this once magnificent estate, the towering trees along the road transition into the hanging willows, branches swaying at odd intervals, as if the plants themselves bristle at your presence. Nearby, a tent and campfire have likewise fallen to ruin. The resting spot for an adventuring party, perhaps, or simple looters lured here by the rumors of the bacchanalian feasts once held on these grounds for the nobility.

Deeper, the faint scent of acrid waters and decaying flesh hit your nose, and a steady din of mosquitos is impossible to ignore. If the stories are true, what happened to the noblemen and ladies that disappeared past the iron gates so long ago, their night of revels never to end? And what fate found the explorers that dared venture deeper into the crimson court...

Avatar
Avatar
Reblogged

The Black Market Guide to Immortality now on Backerkit

What are you willing to become for immortality? From the creators of the Korea-inspired Undying CorruptionThe Black Market Guide to Immortality seeks to provide both players and GM characters with the choices to answer this question. The "author", Shin Seul-ki, has stolen magical secrets from a failed cultish scheme to seize godhood and inscribed them all to aid cultivators across the world seize eternal life. 

This 250+ page 5e and Pathfinder 2e sourcebook that expands on Undying Corruption. Achieve divinity and beyond in your adventures by supporting the campaign on Backerkit!

The Black Market Guide to Immortality expands the world of Undying Corruption with:

  • Worldbuilding expanding across East Asian mythologies.
  • 5 new species/ancestries based on mythologies and folktales from China, Japan, and Korea.
  • 13 new subclasses for each existing class plus our homebrew Tactician class, with Pathfinder 2e conversions.
  • A bestiary of 50+ new monsters from across East Asia.
  • 20+ new legendary items and artifacts from East Asian mythologies.
  • An NPC Guide with plot hooks, allies, and villains to drive your campaigns' stories.
  • A progression system built around story-driven milestones that enable your characters to achieve immortality.
Avatar
Avatar
Reblogged

5e Wizard Subclass: School of Necromancy, Improved

Ever wanted to play an actually cool and powerful necromancer wizard? Ever wished you could play a strong healer without being religious about it? Ever wanted to be goth AND a nerd? Well do I have the subclass for you!

Design notes: I designed this subclass to fit the lore of my setting where the strongest type of magical healing can be accessed through necromancy as you manipulate the life force of all the creatures around you. I purposefully did not lean into a "summoner" niche, as conjuration wizard has that pretty well-covered, and instead I wanted to make the player feel the power they have over life and death to kill their enemies and heal their allies. I hope you find this inspiring!

You focus your wizardly studies on controlling and manipulating the life force of every living being around you, bolstering your allies and dragging your enemies closer to their demise. Will you go against the image of the classic maniacal necromancer and be a benevolent source of healing and rejuvenation? Or will you embrace the tales of horror and leave death and destruction in your wake?

LEVEL 2

Necromancy Savant

You automatically gain one necromancy cantrip from any spell list. It does not count against the number of cantrips you know. Additionally, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved. You also automatically gain the spell Find Familiar and it is considered a Necromancy spell for you. Your familiar is automatically of the creature type “undead”, and the forms your familiar takes reflect that, whether they are pieced together from different body parts or their form has a more ghostly or even skeletal appearance.

You also gain proficiency with the Herbalism Kit, and you can choose if each healing potion you make with it heals living or undead creatures. Potions made for the incorrect creature type do an amount of poison damage equal to the amount it would normally heal.

Grim Harvest

You gain the ability to reap life energy from creatures you kill with your spells. Once per turn, when you kill one or more creatures with a spell of 1st level or higher, you collect a number of hit points equal to twice the spell's level or three times its level if the spell belongs to the School of Necromancy, plus your wizard level. You may choose to either immediately absorb those hit points yourself, or you may bestow those hit points on any number of allies within 60ft of you, including your own thralls and/or familiar, distributed however you wish. You don't gain this benefit from killing constructs, nor can constructs benefit from your collected hit points.

Avatar
Avatar
Reblogged

Over the years I've made several iterations of a Zelda TTRPG, and now I'm at a crossroads with which core mechanic I should go with.

The first option is 1d20 + skill + approach. You pick a skill and one of the three approaches, Power, Courage, or Wisdom, add both modifiers to the roll, and try to beat a target number. It's more familiar and gives skills and approaches their own numerical value.

The scond option is a d8 dice pool where you only use the highest die (My first zelda ttrpg was like this but with a d4). Your rating in Power, Courage, or Wisdom determines how many d8s you roll. Skills are binary, so you either have the skill or you don't. If you have the relevant skill, you roll with advantage and add one extra d8 to the pool.

The results would be:

  • 1-5 is a failure
  • 6 is a partial success
  • 7 is a success
  • 8 is a critical success

So if you had 2 Courage and the relevant skill, you would roll 3d8 and use the highest result.

Which one would you prefer for a Zelda TTRPG?

One more time for the night crowd

Avatar
Avatar
Reblogged

Over the years I've made several iterations of a Zelda TTRPG, and now I'm at a crossroads with which core mechanic I should go with.

The first option is 1d20 + skill + approach. You pick a skill and one of the three approaches, Power, Courage, or Wisdom, add both modifiers to the roll, and try to beat a target number. It's more familiar and gives skills and approaches their own numerical value.

The scond option is a d8 dice pool where you only use the highest die (My first zelda ttrpg was like this but with a d4). Your rating in Power, Courage, or Wisdom determines how many d8s you roll. Skills are binary, so you either have the skill or you don't. If you have the relevant skill, you roll with advantage and add one extra d8 to the pool.

The results would be:

  • 1-5 is a failure
  • 6 is a partial success
  • 7 is a success
  • 8 is a critical success

So if you had 2 Courage and the relevant skill, you would roll 3d8 and use the highest result.

Which one would you prefer for a Zelda TTRPG?

Avatar
Avatar
Reblogged

I'm seeing some reports that the fantasy artist Emmanuel just passed away. One of the artists who helped hone the look of Advanced Dungeons & Dragons, I was especially a fan of his cover for the Fiend Folio, which I consider one of the sacred texts of AD&D. One of the many guides I used to check out from the library and draw monsters from.

Thanks and rest in peace, Emmanuel.

I've never been able to learn much about the artist who was always credited only as "Emmanuel." Apparently he was Emmanuel Papadopoulos, and passed away in June, 2026.