100% found this document useful (1 vote)
874 views

Spell Creation

This document provides guidance for creating custom spells for Dungeons & Dragons campaigns. It discusses factors to consider like spell progression, damage types, casting times, and spell level. Guidelines are given for balancing homebrew spells, such as not allowing cantrips to heal players or stepping on the power of existing low-level spells. The overall goal is to inspire dungeon masters to design new spells while maintaining game balance.

Uploaded by

Brigid Callaghan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
874 views

Spell Creation

This document provides guidance for creating custom spells for Dungeons & Dragons campaigns. It discusses factors to consider like spell progression, damage types, casting times, and spell level. Guidelines are given for balancing homebrew spells, such as not allowing cantrips to heal players or stepping on the power of existing low-level spells. The overall goal is to inspire dungeon masters to design new spells while maintaining game balance.

Uploaded by

Brigid Callaghan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 22

DC PLAYBOOK

ConTenTS
BuilD-a-SPell 3

mySTic arcanum 14

TraPS & PuzzleS 16

aDvenTuring Gear 19

BonuS Level UP PerKS 2

The Dungeon Coach


Credits
Support my work
Creator: The Dungeon Coach (Alan Bjorkgren)
Patreon. If you like the stuff I have here as digital resources
Lead Editor: Andrew Barnes and want ALL of those and MORE, think about supporting me
Writing Director: Evan Bosco over on Patreon!
I have many resources and you can get involved with what I do
Lead Game Designer: Purius over on my YouTube Channel too! Including Multiple Reward
Art Directors: AvalonInk, bug Tiers and a GREAT community!
https://www.patreon.com/thedungeoncoach
Layout Designer: Mark MacPherson
Writers: Nexus_2u, Schyler Fontenot, Andrej Panfilov, Contact
Reese Rudy, DMTip, RollForHP, Cody O'Neil, Derek Hammer
Discord https://discord.gg/NpU932E
Artists: Wasserbeinchen Facebook https://facebook.com/thedungeoncoach
Editors: Schyler Fontenot, Andrej Panfilov, Reese Rudy
Resources for dungeon masters
YouTube. The Dungeon Coach YouTube Channel
Version 1.0 I create weekly videos every Sunday to help make your games
more creative and more fun!
https://www.youtube.com/thedungeoncoach

Past PDFs –Check out the other content I’ve published. I will
keep making more and more of my documents available online
from my large list of homebrew content!
https://thedungeoncoach.com/

DC Playbook Volume 8

2 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Build-A-Spell

Preface on Spells Spell Progression & Evolution


Different GMs are bound to think that certain spells are Many spells in the game can be grouped into a “family” of
either too strong or too weak for their level, based on their spells like teleportation, summoning, or healing. They can
individual game structure or GM style. I aim to take some of all be found throughout the various levels of play in one way
the guesswork out of the process but homebrew and RAW or another. Teleportation spells like Misty Step, Dimension
spells can be very unique in their power level and usefulness, Door, Teleportation Circle, Teleport, and Gate clearly show this
and often suffer from being very subjective. Creating your progression.
own exciting spells can be a lot of fun. This system is designed In order to understand what I mean, let’s start with Misty Step.
to provide a solid framework to inspire you to think outside Starting at level 3, PCs can learn their first teleportation spell.
the box, not to restrict you based on every possibility you When compared to the others, it’s limited by a few significant
might encounter. factors. It requires you to see the destination, its range is far
shorter than the others at just 30ft, and it can only take you to
a place on the same plane. As spell levels go up, we see these
Assumptions & Precedents restrictions slowly get lifted. Dimension Door removes the need
Spells and certain effects in 5e come with a certain set to see where you’re going. Teleportation Circle dramatically
of preexisting expectations and precedents. While these changes the range and utility of the spell, in terms of where
official creations should never stop you from exploring new you can go. Teleport takes Teleportation Circle’s improvements
ideas or bending the rules a bit, they are a great place for and makes them quicker and easier to use by removing the
homebrewers to start. need for you to land at a specific place. Finally, Gate opens up
the rest of the planes for your exploration.

Tiers of Play
As characters progress to each new tier of play, at 5th, 11th, Casting Time Basics
and 17th-level, we see them unlock stronger abilities and By default, the casting time for spells is generally 1 Action.
become progressively more powerful. A wide array of new When you first start out, discovering the balance implications
concerns are added to all three pillars of the game. A great of the various dials at your disposal can be very tricky. It might
example of this is at 5th-level when 3rd-level spells like Fly, be best to start with a casting time of 1 Action and see how
Fireball, Haste, and Revivify come online. It’s important to keep the spell performs in practice before branching out into Bonus
this in mind when deciding which tier of play your newly Actions or rituals.
created spell fits into. That said, you can increase the power of a spell significantly
by putting a restriction on it, like a casting time of 1 minute.
Damage Types & Their Effects One thing to consider when doing this is that longer casting
Certain damage types have already established and expected times will make spells no longer useful during combat. Spells
mechanical effects that coincide with their damage. Fire with a ritual tag have a similar effect, making them slightly
spells tend to do more damage, but have very few alternative less powerful because of their time requirement, but can
effects or conditions tied to them. On the other hand, Cold allow casters to get more bang for their buck when they use
and Poison spells often apply secondary drawbacks that make a spell slot.
up for their lowered damage output. Lastly, damage types like
Force tend to do slightly less damage and lack devastating
secondary effects because it is rarely resisted by creatures.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 3


Cantrips Define The Fantasy
Cantrips have their own list of considerations that need to
A spell’s “fantasy” refers to the ultimate purpose of the spell.
be accounted for because they don’t require a spell slot and
It’s a key part of the process that will guide every decision
your PC made the choice to select it specifically.. Their power
you make, from what level the spell will be to how many
is often limited to more mundane and minor magical effects
creatures it will affect. When making a new homebrew spell,
but it’s important to avoid stepping on the toes of 1st and
it’s important to figure out a strong answer to one of these
2nd-level spells with your new cantrip, which is a common
2 questions:
mistake many homebrewers make.
• What’s the cool thing this spell does?
Healing • What’s the awesome moment this spell creates?
As a general rule, cantrips should NOT heal a PC. However, These questions often heavily influence the flavor text of
there are a number of ways to make this possible. One of my your spell. When you think about a cool concept, it’s usually
favorite homebrew cantrips is actually a healing cantrip. These a good idea to picture it in action, and figure out what excites
problems were addressed by attaching a cost to the cantrip. you about it.
You can do this by adding a material component that the spell
consumes, creating a conditional requirement for casting it,
or attaching it to the expenditure of a Hit Die. In the case of Narrative Implications
the aforementioned healing cantrip, the spell is limited not by Finding the right level and context for your spells so that they
spell slots, but by the character’s Hit Dice. fit into the narrative of your game is often a very helpful next
step. A 9th-level spell has world-altering power, but cantrips
Scaling are mostly mundane by comparison. If this spell is something
Cantrips scale in power with character level and not class level you picture destroying small villages, towns, or even entire
like other spells. A 5th-level Sorcerer has access to 3rd-level cities, you’re looking at a Meteor Swarm level effect. However,
spells like Fireball while a 4th-level Sorcerer with 1 level in maybe its scope is limited and it has a smaller scale effect like
Warlock would be limited to 2nd-level Sorcerer spells. While Charm Person.
multiclassing is an optional rule, it does affect the variety
The kind of creature that would use or create this spell can
a caster gets with the lack of access to higher level spells.
also be very informative during this exploratory part of the
This is not true with cantrips. A one level multiclass into
process. Why was this spell created? What did that process
Warlock will get you an Eldritch Blast that’s just as powerful
look like? These are not necessary questions, but they can be
as what you would have going full Warlock (invocations
helpful in determining a goal for the spell, and setting self-
notwithstanding). Cantrips gain power when your character
imposed boundaries for your creativity. Sometimes an empty
hits levels 5, 11, and 17 and there is no way for you to limit
canvas can be too much freedom and you might find yourself
their growth because of it.
paralyzed by the possibilities.
You’ll want to consider the power this puts in the hands of a
character and how easy it is to access and gain the maximum
benefit from your homebrew cantrips. This is generally not an Reflavor vs Homebrew
issue that you need to put too much thought into, but it can “Do I need to make a new spell?” This is an important question
prove problematic if it’s ignored entirely. to ask yourself once you’ve decided on the type, purpose, and
implications of the spell you want to create. Creators often
try to reinvent the wheel or bend over backwards to make
a unique interaction or mechanic work, before they realize
that 90% of the work was already done with an existing spell.
Perhaps changing one small part of how Slow works, to make
it less punishing for casters, is all you needed. Maybe instead
of making another 1d10 cantrip, your Wizard’s Firebolt can
instead deal Lightning damage.
Burning Hands, Flaming Sphere, Moonbeam, and Stinking Cloud
are great examples of spells that can be repurposed and
tweaked slightly, to fit a wide number of character concepts.
A change as simple as a different damage type, casting time, or
range can be enough to make a spell feel original and unique
to that character.

4 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Key Spell Mechanics Enchantment
Enchantment spells are known for their ability to influence the
actions and mood of other creatures. Putting creatures under
Level your control or simply impairing their ability to act normally is
What level your spell falls into will be one of the hardest common within this school. Alternatively, you can empower
decisions you have to make. Sadly, there is no foolproof those around you with clearer heads and calm minds.
method to determine what level your spell should be. Spells
are so much fun to make because there are dozens of different Evocation
levers and dials for a creator to tweak and play with. I like to Evocation is best known for its control and manipulation of
start and end here, to give myself a general framework for the energy. These energies can be used to heal or destroy. Classic
scale of the spell. I’ll make my final evaluation at the end of destruction spells are the first to come to mind, but the healers
the process and readjust the various aspects of a spell to get of the world are likely powerful practitioners of this school, in
it just right. their own right.
Considering the level of your spell first should be as simple
as, “I wanna go somewhere in the 3rd, 4th, or 5th-level range
with this spell. Having it become available between levels 5
Illusion
Illusion magic focuses on distorting and changing the reality
and 9 feels about right.” Going into any more detail before
or perception of its victims. These illusions may appear real
you’ve decided on the mechanics will only slow down the
to all observers or exist only in the minds of their targets,
process and evolution of the spell. Formulate an idea in your
assaulting them from within. Spells that grant invisibility,
head and keep it flexible until later in the process.
new appearances, and otherwise distort one’s form also find
a home here.
School of Magic
The school of magic you decide to assign to your spell barely Necromancy
matters and will have very few gameplay ramifications at the Necromancy often gets a bad reputation throughout different
table. That said, there are some underlying assumptions about lands. While it can manipulate and control the forces of life and
the schools of magic and what sort of effects and powers stem death into the form of the undead, it can also bring life back
from each. As a homebrewer, you are welcome to embrace to a corpse in a more permanent fashion. This school works
the precedents set by 5e, ignore them and make up your own with those energies to protect and desecrate in equal measure,
definitions, or decide that schools of magic are unimportant sapping life from others and giving it to themselves or allies.
to your world and game.
DC Tip: I personally think healing spells like Cure Wounds
The language of spell schools helps your players understand should fall under Necromancy as it’s the control of life forces.
what to expect from your new spell and will allow or If Necromancy is revival magic, then I also see it as healing
disallow certain subclasses from accessing it. These schools magic. I see Evocation as summoning arcane and elemental
are especially important for Wizards, who have a number of energies. I don’t see “life forces” as a part of that. So don’t
subclasses that directly interact with them in unique ways. be afraid to think outside that box and explore how these
schools function in your world!

Abjuration
Abjuration is a school of magic based on protection, warding, Transmutation
and prevention. Spells within this school often grant shields, Transmutation takes what is and makes it something new. It
Temp HP, and disrupt other magical energies, but protective deals in form manipulation and twisting preexisting forces.
traps, wards, and even cleansing effects like Lesser Restoration Shape changing, bending the physical world to your will, and
can be found in this school. altering material objects all fall under this school’s purview.
Physical improvements to weapons and creatures also find
a home here.
Conjuration
Conjuration is often considered the school of summoning
creatures and objects, to aid in your efforts. However, it also
consists of teleportation magic and dimensional travel effects.

Divination
Divination is the school of attaining and sharing knowledge.
Spells within this school often empower their user and
allies with powers to see, hear, or communicate in ways
they couldn’t normally. Discerning the future, discovering
answers to questions, and guiding one’s actions are all classic
Divination effects.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 5


Components Casting Time
Components are an often overlooked section of spell crafting. The casting time of a spell can have a large impact on its
Verbal, somatic, and material components are important to usefulness and appeal to a lot of players and classes. Bonus
consider, even if they often come up short of the impact that Action spells are often movement or support spells while
range, damage, and number of targets have on the power Action spells generally have a bigger impact. Each casting
level of a spell. time has a series of existing precedents and usages. You’ll come
to understand these with time and experience, but here’s a
breakdown of the most common standards and a bit of advice
Verbal on when to employ each one.
Most spells require at least verbal components. These words
are a specific sound or utterance that makes the spell possible,
and not necessarily the words you utter while attempting to Action
charm someone. It can be viewed as the words used to tie the It’s often suggested by seasoned homebrewers that casting
spell’s effect to your world or a way to channel the energy times for spells should default to an Action. The reason for
needed to manifest it. The choice is yours, but it is by far the this is that most spells in 5e have a casting time of 1 Action.
most common component. It’s a safe place to start and is going to be the “right'' answer
more than 75% of the time. That said, there are plenty of times
you’ll want to shy away from an Action casting time and go
Somatic with one of the others.
The second most common spell component is somatic. These
are the specific gestures and movements one needs to perform
in order to cast the spell. Casters must have at least one hand Bonus Action
free in order to fulfill the somatic component, unless they These spells are often used as support spells, smaller
have a spellcasting feature, trait, or feat that allows them to movement effects, and the occasional buff or alteration spell.
perform them without a free hand. As with all things spell related, there are exceptions to those
simple categories like Spiritual Weapon and Healing Word,
but they serve as useful guidelines. Bonus Action spells are
Material great for smaller effects that you want to pair with the Attack
Lastly, material components are often used for imparting
Action, cantrips, or doing other things on your turn. Spells
some extra flavor and thematic substance to a spell, as they are
like Shield of Faith allow you to give an ally a small AC boost
the only ones described directly. The other two components
without stopping you from interacting with something else,
are left up to the imagination and creativity of the caster.
or stabilizing a friend on your turn.
However, material components are directly stated if they
exist, often alongside a monetary cost. Homebrewers can use When creating a Bonus Action spell, it is VERY important
this expectation to add more uniqueness to their spell, in a to consider how it will interact with other class features and
way that verbal and somatic components wouldn’t. Materials options that use an Action. Many classes and subclasses have
without a cost can be ignored with the use of a component a lot to do with their Bonus Action, while others have almost
pouch or spellcasting focus, but including unique components nothing. The identity, feel, and balance of a Bonus Action
is still a great way to inspire creative casting choices from your spell are often directly tied to its casting time.
player. A perfect example of a unique and engaging material
component is the stomach of an adder that is required to Reaction
cast Acid Arrow. Reactions are sorely lacking in published material and as such
are often hard for a lot of creators to make. There’s a distinct
lack of precedent established and not enough spells you can
compare your creations to. Reactions are less common than
Bonus Actions so you don’t have to consider Action economy
as much, to see if there’s overlap. However, because fewer
classes have access to powerful Reactions, offering up one that
is over-tuned is something to be mindful of.
Reaction spells are most successful, in my opinion, when they
fill a specific niche within a party. Spells like Shield are great
for the user, but I really love to see Reaction spells that don’t
simply protect the user and instead interact with enemies and
allies in new, unique ways. There’s a lot of really great, “Oh no
you don’t!” moments that can come from awesome Reactions.

DC Tip: Also keep in mind that spellcasting class features


rarely give characters stuff to do with their Reaction (yes, I
see you Shield), so Reaction spells are VERY strong for that
reason as well.

6 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Longer Casting Times Durations
1 Minute The duration of your spell will largely determine whether
Casting times longer than 1 Action are fairly rare and are or not it’s likely to have Concentration, as discussed below.
reserved for effects that are meant to be used outside of The vast majority of spells will fall into the categories of
combat. Mending and Tiny Hut are classic examples. They Instantaneous, 1 round, or 1 minute since those are the
both have a casting time of 1 minute to prevent them from “combat spells”, and 5e is mostly about combat. Sometimes
being used during combat or at the drop of a hat. These spells tweaking the duration can lead to new design decisions and
are still quick enough to be used in an emergency, but often force you to consider alternative casting times or ranges. I
require some stalling to make use of them in those situations. highly recommend just thinking, “What would this spell look
It’s pretty easy to run from a situation with Teleport, but like if it went from Instantaneous to 1 minute?” and seeing
finding the minute needed to cast Teleportation Circle in a where your mind takes you.
hurry is going to be a challenging experience.
Instantaneous
10 Minutes The “this happens now” category of spells. Instantaneous
10 minute casting times are often reserved for Divination often confuses some creators as they assume that means it has
and Conjuration spells that have long-lasting, sometimes one single effect and then it’s gone, done, finished… This is
permanent, durations. Clairvoyance and Find Steed are great not entirely true, but it is common. Spells like Find Steed have
examples. These spells almost always require foresight and Instantaneous durations, but can last for a long time or even
planning to make the most of them, but are still possible to indefinitely if some other ending condition is present.
use during an adventure while your party explores a room or
sets up for the next leg of the journey. The true meaning of Instantaneous in this context is that the
effect comes into being right away and then doesn’t require
your attention or focus anymore. The effect exists independent
1 Hour
of the caster, albeit sometimes still under their control.
1 hours casting times are reserved mostly for game-altering
rituals like Resurrection and Clone, but you’ll also find the lower
level Find Familiar and Glyph of Warding spells here. This 1 Round
speaks to two different purposes for 1 hour casting times. Spells with a 1 round duration tend to be momentary buffs,
The first being those game-altering spells. The second being sometimes Reactions, that activate and do something once
situational yet potent traps and effects that you want to set within a certain time frame. Shield is a perfect, common
up in advance, but would be unlikely to find time for during example, that lasts until the start of your next turn. However,
an encounter. There are not many of these spells in official Guiding Bolt also has a duration of 1 round but it lasts until
publication at the moment, but those two methodologies and the end of your next turn, but can also end early if an attack is
design precedents should help you determine if your spell made against that creature.
should be one of these. There are 2 VERY important things to consider when using
a 1 round duration:
Rituals
Rituals are not technically a casting time. They are a tag • You must determine when within the next round this
assigned to certain spells to allow the caster more flexibility spell will end as rounds in 5e do not have a set duration or
in how they use it. Rituals take 10 minutes to complete in starting point. The obvious choices are, “The start (or end)
addition to any casting time the spell already has listed. They of a creature’s turn.” Whether or not you choose to base
function best when the effect granted by the spell is something it off of your turn or the target’s will be a combination of
a character MIGHT need to cast immediately, from time to flavor and balance.
time, but can often be useful during downtime. They function • You can give it a secondary ending condition like a creature
much like the 10 minute casting time spells we discussed attacking your Guiding Bolt target with ADV.
above, but with the slight advantage of not requiring a spell
slot when you can find the time. 1 Minute
Spells like Identify and Detect Magic have the ritual tag because Spells with a 1 minute duration are your big buffs like Bless and
their effect, if kept up 100% of the time, won’t break the will almost always require Concentration. This duration is
game. Certain classes can even have these spells as unlimited perfect for those high-impact spells that your support casters
resources and have them up at all times. When deciding and crowd controllers like to throw out on the battlefield.
whether or not to give your spell the ritual tag, answer the There’s a lot of fun design space to explore when using this
simple question, “Is having this spell available whenever they duration and it’s often great for giving your PCs a spell that’s
have 10 minutes to spare going to ruin my or another GM’s unique to them and that speaks to their personality.
experience?”

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 7


10 Minutes Touch
I often think of 10 minute durations as exploration spells. Touch spells are maybe the most obvious and straightforward.
Identify and Detect Magic both fall into this category along with You touch a creature within 5ft of you and the effect happens.
Speak With Animals and Zone of Truth. You’ll want to consider These spells tend to do more damage for their level because
what type of environment you want this spell to be used in. of risk of retaliation. Inflict Wounds is the classic example of a
There aren’t a lot of reasons for combat spells to fall into the very damaging touch spell for its level.
10 minute category instead of the 1 minute duration, but don’t
let that confine your creativity.
10ft & 15ft
• Is it something that a PC might cast during the first round of These two ranges are often used alongside self to create
combat and then carry with them into another quick battle? Paladin auras and effects like the aforementioned Spirit
• Will they use it to slowly explore an area, search for clues, Guardians, but also exist as a sort of “within a small area of
or gain some sort of lasting advantage with a task they’re each other” shorthand for spells like Teleport. You won’t find
attempting? many spells in this category, but that just means there’s a lot
of room to explore interesting 10-15ft pseudo-melee and
1 Hour & Longer whip-like spells.
These spells, like Mage Armor and Charm Person, are almost
always spells you’ll use outside of initiative. A lot of their 30ft, 60ft, & 90ft
strength comes from their duration. There are a few like This range is the bread and butter of ranged spells; 30ft and
Water Walk and False Life that you could use to aid in a 60ft is where MOST ranged spells fall. If you’re uncertain
sudden combat, but most fall into the category of support and where to start with your spell and not looking to make an aura
exploration spells. At higher levels, these effects are grand in or touch spell, these 2 ranges are your friends. As a general
scale yet are simple tricks that grant a small, but lasting, buff rule of thumb, if a spell doesn’t have a damaging area of effect
to those they’re cast upon. like Fireball, start with 30ft and go up to 60ft if it proves less
When crafting a spell that has such a long duration, you’ll effective than you wanted. Most spells won’t break your game
want to consider just how strong it is. Having a small, often if you move them from 30ft to 60ft. However, it might be
Concentration-free, buff or effect lingering on a character too easy and risk-free to use spells like Haste, Sanctuary, and
for an hour or more, like Mage Armor, can certainly add up. Suggestion if you set their range to 60ft.
These sort of spells often don’t require Concentration, but 90ft spells are semi-long ranged options, but are few and
they certainly can if you want to beef them up in power a little. far between. Honorable mentions go to Hunter’s Mark and
Entangle, but 90ft is not much more useful than 60ft. A lot
of creators often find themselves choosing between Touch
Range or Self, 60ft, and 120ft. It’s quite easy to drop from 120ft
Range is an interesting way to balance your spell. With the to 90ft and from 60ft to 30ft, if needed during playtesting
exception of self, touch, and 120ft, most ranges are relatively and revision.
the same in practice. However, a few spells have 500ft ranges
or even “anywhere on the same plane” type ranges.
120ft
These are your long range Eldritch Blast and Guiding Bolt style
Self attack spells as well as a common limit for non-combat spells
Spells with a range of self often confuse newer players. It’s true like Message and Major Image. If your spell is known for its
that this range is often used for effects like Shield, Blur, and range and flexibility, then it might find its home here.
False Life, that place some sort of effect on yourself. The reason
spells are listed as self instead of using some measurement of
feet is because they emanate from you and you can’t pass it on
500ft & More
This is a very special subset of spells. Range is often a big part
to another creature. That said, its effects once activated can
of the power budget for their level. Sending and Dimension
affect creatures other than yourself.
Door are the common examples, boasting ranges of Unlimited
This distinction is best shown by an example. Spirit Guardians and 500ft respectively. Only about a dozen or so spells exceed
has a range of “Self (15ft-radius)”, what this means is that the the standard set of ranges above. You should heavily consider
spell emanates from you in a radius around yourself out to if your spell really needs to go above 120ft for thematic or
15ft. This is in contrast to Shatter, which creates a 15ft-radius mechanical reasons.
sphere effect up to a range of 60ft from you.

8 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Area Line
Lines are the most easy to understand shape for most creators
Choosing the area of effect for your spell can often go and players. The area extends in a straight line from the point
overlooked. There are certain rules that these shapes all of origin, which is often a creature using a spell with the range
adhere to, but don’t be afraid to bend them with specific text of Self, up to a distance and with a width specified in the spell’s
that overwrites how they usually work. description. Like the cone and cube, the origin is not included
in the area of effect unless you state otherwise.
Arc
Starting off strong with one of my unique areas of effect, Sphere
an arc is half of a sphere with the caster or creature at the The cream of the crop and most used area, the sphere, is also
center of that sphere. For instance, a 10ft Arc is half of a 10ft pretty simple to understand. You pick a point of origin and
Sphere. I often use this for a Dragon’s sweeping tail attack and the effect extends in all directions a number of feet equal to
a Giant’s massive cleaving strikes. An arc is a really great way the radius of the sphere. Like the cylinder, the point of origin
to impact how your PCs position in combat, and give them is included in the effect unless stated otherwise.
new things to consider. Suddenly, flanking is important for
more than just an optional bonus or a unique house rule of
yours. See diagram below. Specific Targets
While not technically an area of effect, deciding how many
targets your spell will affect is a common offshoot of these
Cone areas. Many spells target a number of creatures within an area
A cone is defined as extending in a straight line from its point instead of all of them. Conversely, other spells affect certain
of origin to the distance given. Its width at any point is equal creatures within 60ft of the caster or a point within range.
to that point’s distance from the origin. A cone’s origin is not Spells like Spirit Guardians also have the ability to hurt or buff
included in the area of effect unless stated otherwise. Cones only creatures of your choice and, while it’s a contentious
are most commonly used for a Dragon’s Breath Weapon and design decision among homebrewers of 5e, it can help you hit
other similar spouts of energy, but effects like Color Spray are home that tactical, surgical strike that your spell is going for.
great examples of utility spells using cones.
In our tables below, “Small AoE” refers to a spell that will
usually affect 2-3 targets, or 4 under ideal circumstances. A
Cube “Large AoE” can easily affect 4 or more targets. When using
Cubes are simple and straightforward, but have one simple spells that target a specific number of creatures within an
note that trips up some creators. A cube’s point of origin area, you can use these numbers to align your spell with a
lies anywhere on one of its faces unless stated otherwise. certain column.
This means that you’ll want to consider
that the “point in range that you can see”
stipulation will not refer to the center of
the cube unless you write it as such, at
which point, spheres become the easier
alternative. A cube’s origin, like the cone,
is not included in its area.

Cylinder
Cylinders are, sadly, an underused shape,
but they don’t have any distinct advantages
aside from often extending higher than
they do laterally. Its origin lies at the
center of a circle with a specific radius
noted in the spell’s description. Cylinders
then extend up or down from the circle to
form a cylinder of the height designated
in the spell. Because of their limited
advantages over a sphere or cube, and
more complicated descriptions, cylinders
are often a thematic or narrative choice
more than a mechanical one. Moonbeam
is the perfect example of fitting a spell to
this area type.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 9


Concentration Attack vs Save
Concentration is a HUGE part of a spell’s power because it Spells can either be dependent on the caster making a Spell
limits what combinations can exist within the game. You’ll Attack or the targets making Saves. The VAST majority of
want to put serious thought into whether or not your spell spells require a Save and that’s often the recommended course
should require Concentration. There is a general rule of of action from a lot of homebrewers. However, I feel there’s
thumb though, but it too has exceptions: ample design space for unique Spell Attacks, especially at the
• If your spell has a duration that’s more than 1 round and less high levels. Below you’ll find a breakdown of the types of
than 1 hour, then it should probably require Concentration. Saves and what each is generally used for.

When adding Concentration to a spell, you can afford to Strength


give it a little more power in the places it’s meant to be most • Forced or restricted movement (physically)
impactful. This mechanic gives your enemies another way • Knocks a creature Prone
to free themselves or their allies and often stops some spells • Bludgeoning, Force, Thunder damage
from becoming oppressive during play. Spells that require
Concentration also tend to do more damage, but rarely on the
Dexterity
first turn that they’re used.
• Can be dodged or evaded
You’ll also often find that Bonus Action support spells, like • Maintaining balance or reacting quickly
Shield of Faith and Expeditious Retreat, tend to come paired • Acid, Cold, Fire, Force, Lightning damage
with Concentration as well, to stop them from becoming too
strong. A spell that leaves your Action available is something Constitution
that can be counterbalanced somewhat by making it require • Something that affects the body or vitality
Concentration. • Resist and endure a toxin or other physical affliction
Try to avoid comparing your homebrew spells to the best and • Acid, Cold, Force, Necrotic, Radiant, Poison, Thunder
strongest selections of each level. “It’s only as good as Spiritual damage
Weapon”, is not the kind of justification you want to use, as
there are quite a few spells like it that break the norms of Intelligence
spellcasting. In most people’s mind, that spell should require • Torments and destroys the mind
Concentration like the much higher level Arcane Sword. • Reads a creature’s thoughts
There are outliers and intentionally stronger spells all over • Illusions and hallucinations
the published material. This resource is designed to help you • Directly affects mental capacity
compete with the average spells at any given level and to help • Usually Psychic damage
you avoid making more “Must Pick” spells.
Wisdom
• Fears
• Affects the senses
• Forced or restricted movement (mentally)
• Deals Necrotic, Psychic, Radiant damage infrequently

Charisma
• Charms and possessions
• Emotional changes and soul removal
• Affects one’s state of being and place in the world
• Banishment and imprisonment
• Almost never deals damage

DC Tip: I feel that charm effects and possessions are


Charisma Saves from a creature's personality/soul being taken
over, someone with a high Charisma would be both harder to
charm and convince, as well as possess.

10 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Damage Secondary Dice Method
Instead of using damage values and adjusting your spell’s
The damage type of your spell is often one of the easiest damage and dice to match that number. This is another
choices and is predicated largely on the flavor and visuals method that approximates similar values. Instead of removing
of your choices. Your “Frost Nova” spell is going to do Cold damage when you add minor or major effects, you can instead
damage while your “Molten Pools” spell is going to deal subtract a few dice. Minor effects remove 2d8 and major
Fire damage. While it’s true that Fire spells tend to do more effects remove 4d8. I suggest you use whatever number system
damage than other types, you shouldn’t feel obligated to works better for you and makes the process more intuitive.
continue that trend.
I’ve often found that changing the damage type of a spell can Level Single Target Small AoE Large AoE
be really helpful for sparking new ideas and freeing me up Damage Damage Damage
to continue iterating whenever I hit a creative deadend or Cantrip 1d8 1d6 1d4
roadblock. The information below will help you zero in on 1 3d8 2d8 1d8
your damage values. This chart should give you a general idea
2 4d8 3d8 2d8
of the parameters of existing spells and get you started making
3 6d8 4d8 3d8
your Xth-level spell.
4 8d8 5d8 4d8
5 10d8 6d8 5d8
Damage Values 6 13d8 8d8 6d8
7 16d8 10d8 7d8
Level Single Target Small AoE Large AoE
8 18d8 12d8 8d8
Damage Damage Damage
9 22d8 14d8 9d8
Cantrip 1d8 1d6 1d4
1 14 8 5
2 20 12 10
3 28 16 15 Damage Types
4 38 22 20 • Elemental: Acid, Cold, Fire, Lightning, Poison, Thunder
5 50 28 25
• Physical: Bludgeoning, Piercing, Slashing
• Supernatural: Force, Necrotic, Psychic, Radiant
6 64 36 30
7 70 44 35 Below are some examples to get you thinking about how
damage types generally interact with different effects and
8 88 54 40
conditions, as well as some connections I tend to create in
9 108 64 45
my own spells. Use this list as a starting point, but don’t let it
hinder your creativity. You can justify most interactions with
a bit of flavor, and the feel of the spell is often more important
The damage numbers in the above chart reflect an than sticking to strict existing precedents.
approximation of the average damage of a spell of that level,
Acid
taking into account spells that inflict other conditions and
• Conditions: Blinded, Frightened
cause other effects to take place. You’ll notice that something
• Secondary Effects: Reduced AC, recurring damage,
like Fireball is a massive outlier, doing double the average
environmental hazards
damage. Its values reflect that it’s a spell that does only damage,
Cold
has an instantaneous duration, applies no other effects, and
• Conditions: Exhaustion, Grappled, Incapacitated, Paralyzed,
is intentionally over-tuned because of how thematic and
Restrained, Stunned
historical it is.
• Secondary Effects: Reduced movement, losing Reactions or
It’s also worth noting that spells with secondary minor or Bonus Actions, environmental hazards
major effects will impact the average damage of your spell. Fire
As a general rule, a minor effect should remove 10 damage • Conditions: Frightened
from this chart and a major effect should remove 20. These • Secondary Effects: Recurring damage, spreading damage,
numbers are just a baseline, feel free to tweak them along with environmental hazards
everything else to find the right balance. Force
The damage values listed are a great place to start with spells • Conditions: Exhaustion, Grappled, Paralyzed, Prone,
that only deal damage, but there are more values and variables Restrained
that we’ll be discussing below that might further impact • Secondary Effects: Knockback, disorientation, barriers
these numbers. Lightning
• Conditions: Blinded, Incapacitated, Paralyzed, Stunned
• Secondary Effects: Loss of Reaction, DisADV on Dex & Str
Checks or Saves

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 11


Necrotic Minor Effects
• Conditions: Blinded, Deafened, Exhaustion, Frightened, Minor effects often find their place in the early levels of spells or
Incapacitated, Poisoned alongside a major effect at higher levels. They are often limited in
• Secondary Effects: Max HP reduction, life draining, Strength & duration, have follow up Saves, and alternate ways of preventing
Constitution sapping or countering them. Think of Charm Person’s effect that gives ADV
Poison on Charisma Checks, but doesn’t give the caster any actual control
• Conditions: Petrified, Poisoned over the actions or even mood of the creature it’s used on.
• Secondary Effects: Recurring damage, DisADV on Checks &
Saves, disorientation, lingering afflictions Less brutal status conditions also make for great minor effects. Color
Psychic Spray’s Blinded effect and Command’s ability to make a creature
• Conditions: Blinded, Charmed, Deafened, Frightened, kneel are perfect examples. Hold Person’s Paralyzed condition
Incapacitated, Paralyzed, Stunned, Unconscious is much more severe, however, and as such it falls under a 2nd-
• Secondary Effects: DisADV on Int & Wis Check or Saves, level spell, only targets a single creature, and that creature must be
disorientation, PC Action manipulation Humanoid. It’ll be 3 more spell levels until Hold Monster removes
Radiant just 1 of those conditions and slightly extends the range. I’d argue
• Conditions: Blinded, Deafened, Prone that the limitations on Hold Person are a great way to make a strong
• Secondary Effects: Countering shape changing & invisibility, status condition applicable to lower levels of play.
movement speed reduction, attack amplification & augmentation Instead of using 5e conditions as a starting point, you can look
Thunder at different values on a PC’s sheet. Reduced movement, difficult
• Conditions: Deafened, Frightened, Paralyzed, Prone, Stunned terrain, reducing a PC’s attack or damage modifiers, or limiting their
• Secondary Effects: Knock back, environmental hazards & action economy by removing their Bonus Actions or Reactions are
alterations, effective against constructs & objects all ideas for you to take and run with. I could make a list a mile long
with different options, but most of the fun comes from discovering
your own ideas and combinations to enhance your game.
Dice Size
Choosing the dice size for your spells is often more of an art than
a science. There’s some math behind it and some standards that Major Effects
you can use to your advantage when deciding. Ultimately, so Major effects are your game-changers. Stuns, paralysis, and lasting
long as your average is at a reasonable place, the dice make very incapacitations are all prime suspects. This is why Hold Monster falls
little difference to the common player. The feel and excitement into such a high tier when it’s functionally the same as a 2nd-level
your level 5 PCs get when rolling 8d6 for their Fireball is what spell. Polymorph, Feeblemind, Forcecage, Simulacrum, Teleport, and
matters. 6d8 or 4d12 would have the same maximum damage, Contingency are great examples of really strong effects that mostly
but in this instance the volume of dice is so rare at that level that earn their level based on a single major effect. These effects include
it’s just awesome to throw that many dice. 8d6 (on a spell that’s shapeshifting, heavily disabling a PC, imprisonment, cloning,
intentionally overly powerful for its level) also makes sure that the instantaneous long distance travel, and fallback emergency plans.
roll falls closer to the average more often. The options here are almost limitless. These effects can be a single
devastating effect or a combination of effects that take place in
Dice Math tandem to further debilitate the victim. The Charmed and Poisoned
Average Roll of any Die: 1/2 the max value + .5 (1d8 = 4.5) conditions are often used in 5e as “delivery conditions.” They apply
Average of 2 identical Dice: max value + 1 (2d8 = 9) their usual effects, but then also inflict additional punishments on
2d6 vs 1d12: Lowering the die size and increasing the number of dice the target. You’ll see a lot of spells that say, “While the creature
makes the bell curve of die rolls steeper. This is to say that extreme is Charmed…” or, “While poisoned in this way…” and you can
values get less and less likely. When you roll 1d12, every number is use those types of phrases as well to do something similar with
equally likely. However, when you roll 2d6 that changes. Not only Blinded, Prone, or Restrained. Let your creativity go wild!
is 7 far more likely than 12, you also can no longer roll a 1 as the
two dice have a minimum roll of 2 when combined. Using fewer
large dice will create more variance in the results, but a plentiful Upcasting
amount of small dice will yield more similar results roll after roll. Spells often have a way to utilize higher spell slots than their
baseline level. I think almost every spell should have some way
of upcasting it. This often leads to spells dealing an additional die
Status Effects or two of damage, affecting additional targets, or expanding the
Additional effects, or spells that only have an effect without area of effect.
damage, are often the biggest variable in a spell’s creation. There However, what if upcasting leads to entirely new options and new
are some standards like we discussed earlier with teleportation and ways of using the spell. As we’ve discussed before, spells are limited
other families of spells, but largely this part is the most subjective in what they can do by their level. Upcasting a next level spell like
part of your spell. this doesn’t just make it do what it does better, it also leads to new
abilities and powers that the original version couldn’t match.

12 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Spell Crafting Cheat Sheet Step 3: Scale
Area of Effect
Step 1: Fantasy / Concept • Arc
• Cone
• What’s the cool thing this spell does? • Cube
• What’s the awesome moment this spell creates? • Cylinder
• Do you need a new spell for this? Can you reflavor or tweak • Line
an existing one? • Sphere
• Specific Targets
Level
• What’s the scope of this spell? Is it world-changing, Number of Targets
impressive, or common? • Does your spell know the difference between friend and
• Considering the level of your spell first should be as simple foe?
as, “I wanna go somewhere in the 3rd, 4th, or 5th-level • Does it affect all creatures in the area or a limited number?
range with this spell. Having it become available between
levels 5 and 9 feels about right.” Spell Range
• Self
Components • Touch
• Verbal • 10-15ft
• Somatic • 30ft
• Material (Cost? Is it consumed?) • 60-90ft
• 120ft
Spell School • 500ft & More
• Abjuration
• Conjuration Casting Time
• Divination • 1 Action / Bonus Action / Reaction
• Enchantment • 1 Minute
• Evocation • 10 Minutes
• Illusion • 1 Hour
• Necromancy • Rituals (10 minutes + casting time)
• Transmutation
Duration
Step 2: Effect • Instantaneous
• 1 Round (don’t forget your ending condition)
Buffs & Debuffs • 1 Minute
• What minor or major effects does this spell inflict? • 10 Minutes
• Can they be counteracted or turned off by means other than • 1 Hour & Longer
a Save?
• Do these effects deliver on the fantasy of this spell? Step 4: Upcasting
• How does your spell grow when a caster puts extra juice
Conditions behind it?
• Blinded, Charmed, Deafened, Exhaustion, Frightened,
• Does it simply affect more targets and deal more damage?
Grappled, Incapacitated, Invisible, Paralyzed, Petrified,
• Does it gain new features or abilities?
Poisoned, Prone, Restrained, Stunned, Unconscious

Damage Step 5: Polishing & Playtesting


Spells are almost never perfect the first time through. Be
open to tweaking and experimenting with different effects
Level Single Target Small AoE Large AoE and scales. Your players can be immensely helpful in sharing
Damage Damage Damage how the spell feels to use or be hit by, during play. Consider
Cantrip 1d8 1d6 1d4 these questions:
1 14 (3d8) 8 (2d8) 5 (1d8) • Is the fantasy being realized?
2 20 (4d8) 12 (3d8) 10 (2d8) • Does it feel good and engaging to use in play?
3 28 (6d8) 16 (4d8) 15 (3d8) • Is it too hard or frustrating to use as intended?
• Is it confusing or clunky to use?
4 38 (8d8) 22 (5d8) 20 (4d8)
• Has it become the go-tot option or overshadowed other
5 50 (10d8) 28 (6d8) 25 (5d8)
spells?
6 64 (13d8) 36 (8d8) 30 (6d8) • Is it doing more than advertised in its description or for its
7 70 (16d8) 44 (10d8) 35 (7d8) level?
8 88 (18d8) 54 (12d8) 40 (8d8) • Does it need Concentration added or removed?
9 108 (22d8) 64 (14d8) 45 (9d8)

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 13


Mystic Arcanum

Incorporeal Resistance if there isn’t a creature tethered and you choose not to take
this Reaction.
1st-level, Necromancy
At higher levels: When you cast this spell using a slot of 2nd-
Casting Time: 1 Reaction level or higher, you can target 1 additional creature with the
Range: Self initial casting of this spell. If more than one creature tethered
Components: S, M (bones from a creature that has been dead by this spell drops below 0 HP at the same time, you can use
over 100 days) your Reaction to connect each broken tether to a creature
Duration: Instantaneous within range not already tethered by this spell.
When you take damage from a source that you can see, you
temporarily become incorporeal and resist the attack. Roll 2d8
and add your spellcasting ability modifier. You subtract the
Dash
total from the damage taken. 2nd-level, Evocation
At higher levels: When you cast this spell using a spell slot of Casting Time: 1 Action
2nd-level or higher, you roll an additional d8 for each slot Range: Self
level above 1st. Components: V, S
Duration: Instantaneous

Kinetic Absorption As part of the Action to cast this spell, you double your
movement speed to an occupied space, leaving behind a trail
1st-level, Abjuration of fire that burns until the start of your next turn. The fire
Casting Time: 1 Action ignites flammable objects in the area that are not being worn
Range: Self or carried. Any creature that starts its turn within this line, or
Components: S, M (a sponge) enters it for the first time on a turn, must make a Dex Save.
Duration: Concentration, up to 1 minute Failure: The creature is lit on fire and takes 1d10 Fire damage.
A creature on fire takes 1d10 Fire damage at the start of each of
You create a magical ward around yourself that empowers its turns until it or another creature within 5ft uses an Action
you when it is struck, giving you Temp HP equal to your to douse the flames. Success: The creature takes half of the
spellcasting ability modifier. When you take any damage that initial damage and is not lit on fire.
is not Psychic damage and lose Temp HP granted by this spell,
you recover an amount of HP equal to the Temp HP lost.
At higher levels: When you cast this spell using a spell slot of Holy Chain
2nd-level or higher, you gain additional Temp HP equal to 2nd-level, Evocation
your spellcasting ability modifier for each slot level above 1st.
Casting Time: 1 Action
Range: 30ft
Lightning Leash Components: S, M (a small chain worth 1gp, which the
spell consumes)
1st-level, Evocation Duration: Concentration, up to 1 minute
Casting Time: 1 Action A holy chain fires from your hand and attempts to wrap
Range: 60ft around a creature that you can see within range, forcing the
Components: S, M (5lb chunk of copper worth 10gp) target to make a Str Save. Failure: The creature takes 1d8
Duration: Concentration, up to 1 minute Bludgeoning damage, 1d8 Radiant damage, and is Grappled.
You focus on a creature within range and summon a bolt On subsequent turns, you can use your Bonus Action to deal
of electricity that sticks to it as long as it stays within range. 1d8 Radiant damage to the Grappled target. The target can
Make a Ranged Spell Attack against the target. On a hit, the attempt to make an Athletics or Acrobatics Check against your
target takes 1d10 Lightning damage and is tethered to you. On Spell Save DC to escape being Grappled. The spell ends if you
subsequent rounds, you can use your Bonus Action to deal an and the target are ever more than 30ft away from each other.
additional 1d10 Lightning damage to tethered targets. When Success: The creature takes half damage and is not Grappled.
a tethered target drops to 0 HP, you can use your Reaction At higher levels: When you cast this spell using a spell slot of
to make another Attack against a new target within range 3rd-level or higher, both instances of Radiant damage increase
that is not already affected by this spell. The spell ends early by 1d8 for each slot level above 2nd.

14 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Prayer of Warding Lifting Gust
2nd-level, Abjuration 5th-level, Conjuration
Casting Time: 1 Action Casting Time: 1 Action
Range: 15ft Range: Self (30ft line)
Components: V Components: V, S, M (a feather wrapped in silk)
Duration: 1 minute Duration: Instantaneous
Up to 3 creatures of your choice within range are warded You conjure a gust of air in a line along the ground that is 5ft
against the first source of damage they take. The next time wide and 30ft long. Each creature in the line must make a Con
a target of this spell takes damage, the damage is reduced by Save. Failure: The creature takes 4d8 Bludgeoning damage
your Prof. Bonus + your spellcasting ability modifier and the and is suspended 5ft off the ground until the end of its next
spell ends on that creature. turn, at which point it falls to the ground. While suspended
At higher levels: When you cast this spell using a spell slot of in this way the creature is Restrained. Success: The creature
3rd-level or higher, the number of creatures you can affect takes half as much damage and isn’t suspended.
increases by one and the range increases by 5ft for each slot At higher levels: When you cast this spell using a spell slot
level above 2nd. of 5th-level or higher, the damage increases by 1d8 and the
length of the line increases by 10ft for each slot level above 4th.

Zealous Smite
3rd-level, Enchantment
Arcane Trap
Casting Time: 1 Bonus Action 5th-level, Abjuration
Range: Self Casting Time: 1 Minute
Components: V Range: 30ft
Duration: Concentration, up to 1 minute Components: V, S, M (a verdant prism worth 300gp, which the
The next time you hit a creature with a Melee Weapon spell consumes)
Attack during this spell's duration, your weapon invokes Duration: Until dispelled or triggered
overwhelming zeal in its target, and the Attack deals an extra You conjure a glowing arcane field in a 20ft-radius sphere at a
3d6 Psychic damage. The target then must make a Wis Save. point you can see within range that fades and turns invisible
Failure: The target uses its Reaction to move up to its speed over the next minute. The trap lasts for 1 minute after being
in a direction of your choice and makes a Melee Attack against triggered, and you decide what event or condition triggers it.
a creature of your choice within its reach. Options can include, but are not limited to: A creature entering
the sphere, a certain amount of time passing, a spell being cast
within the sphere, or certain words spoken within the sphere.
Arcane Armor Creatures within this space once the trap is triggered, or that
4th-level, Abjuration enter it while its effect lasts, are affected in the following ways
Casting Time: 1 Action while inside its area:
Range: Self • The creature treats all spaces within the sphere as difficult
Components: V, S, M (a piece of silk worth 25gp) terrain.
Duration: 1 hour • The creature has DisADV on Dexterity Checks and
You hone your senses and your knowledge as you create a Dexterity Saves while inside the sphere.
shield around yourself that absorbs arcane energy. For the • The creature’s AC is reduced by 2.
duration of the spell, when you succeed on a Save from an • In order to leave the sphere’s radius, the creature must make
enemy’s spell that does half damage on a success, you instead a Cha Save. Failure: The creature fails to exit the trap and
take a quarter of the damage and your armor class increases by takes 2d12 Force damage. Success: The creature is able to
+1, to a maximum of +3, for the spell's duration. enter and exit the trap’s radius unhindered.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 15


Traps & Puzzles

Traps False Door Falls


An illusory dungeon door sucks players in and causes the party to
Artificer Defense System (ADS) split against their will.

An Artificer-deployed automated defense system guarding secrets. Setup: This false doorway can have any appearance and can
be placed in any dungeon or building, in a hallway, or as an
Setup: This trap is a Medium tower invention that occupies a entrance or exit. The door should appear to lead somewhere
5ft square and contains 3 crossbow-like arcane launchers. It is important, but instead leads to a trap.
built by an Artificer, inventor, or mechanist and is commonly
deployed inside laboratories or vaults to protect inventions Trigger: The trap activates when 2 or more creatures move
and valuables. within 10ft of the door.

Trigger: When a Small or larger creature moves along the Effect: The door disappears, and a wind originating from it
ground within 120ft of the trap, one or more of the 3 arcane pulls any creatures within 10ft of its space toward the opening.
launchers emits a visible laser on the target to track it. The Each target must make a Strength Save. Failure: It is pulled
tower can track up to 3 creatures at a time while within range. through the doorway, falling 20ft and landing in water. After
When a creature tracked this way moves within 90ft, the they are pulled into this room full of water, a Wall of Stone
trap triggers as long as it has line of sight, and fires multiple appears in the door’s original space, separating the party. The
arcane bolts at tracked targets. Each launcher triggers every 6 PCs that were pulled through the doorway can see that there
seconds, resulting in a visible and audible build-up of energy. is a tunnel underwater that leads further into the dungeon.

Effect: Creatures targeted by ADS must make a Dex Save. Counter: Any creature that succeeds on its Strength Save or
Failure: A creature takes Force damage for each launcher is not forced to make one, and is within 5ft of a creature that
tracking them. failed, can try to grab that creature and save them, making
a Strength Check to do so. Additionally, if all of the party
Counters: The tower cannot initiate tracking on any creatures members jump through the door, then the party does not
off the ground, such as those flying, but it can fire against a become split. A creature could also see that the door is illusory
tracked creature within range. The trap can be disarmed by by making an Intelligence Check. Detect Magic reveals Illusion
a creature within 5ft of it with a successful Tinker’s Tools and Evocation magic originating from the door.
Check. Alternatively, the tower can be attacked and destroyed
by dealing enough damage to it, or the tower can be tricked Tweaks: A major tweak to this trap could be to add a combat
into shooting a different target if the tracking laser is reflected encounter. To make this more intense, you could have
toward another location. Crocodiles or Reef Sharks waiting in the water for when the
PCs are pulled through the door. Another idea is to have the
Tweaks: The tower can be tweaked to hold more or less door be a Mimic instead of an illusion, which throws PCs
launchers and its damage type can be altered depending on the into the water after it successfully grapples them. The Wall of
Artificer that deployed it. An especially nasty ADS made by an Stone could also be replaced
Alchemist might deal Poison damage and cause the Poisoned with a Wall of Ice, a Wall of
condition. Alternatively, an ADS made by an Artillerist might Force, a Wall of Fire, or Wall
deliver explosive bolts that damage all creatures in the area. of Wind to incorporate
The launchers could also deliver a series of blasting or control different themes with the
spells to stop attackers. GMs can also deploy more or less trap. A Wall of Fire might
cover in the area of an ADS, to spur creative management damage party members that
of the threat. go through it, but doesn’t
outright stop them, and a
Wall of Force can be harder
to pass through than a
Wall of Stone.

16 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Puzzles Tweaks: The best way to tweak this puzzle would be to alter
the monsters and the plane based on the PCs. Making an
infinite loop will help the players and PCs realize that slaying
Fight Against Undeath creatures over and over doesn’t work. Maybe they find an
NPC who has the same intentions of leaving and asks to be
PCs on a demiplane work out that they must die in order to return
killed. To increase the difficulty you can remove the idea of
to the material plane.
an infinite loop or make it less obvious. The more complex
Setup: The PCs find themselves in a demiplane ruled by some you make this plane the more likely the PCs will be to focus
sort of powerful entity, usually malevolent in nature. This on things outside of the main riddle. Another option would
entity could be doing this for many different reasons. Maybe be to restrict spellcasting so PCs can’t leave via Banishment or
holding creatures in this demiplane grants them power, or Planeshift, in which case you can put a limit on spell levels or
they enjoy watching the suffering of adventurers that navigate not let them be cast at all. In either case, the entity should
their twisted dimension. Regardless of motivation, the entity taunt the party to show that the spell doesn't work because of
will usually taunt the party as they navigate. The plane is the environment.
usually populated with a great deal of monsters for the party
Here is a list of phrases that could be said by the entity:
to engage with. The monsters, despite their might, play a
narrative role and can easily be struck down with one swing • I’m impressed by your vigor, but you have yet to prove
of a sword or a simple cantrip. Consider the different types of anything.
monsters this deity would have: Elementals, Pit Fiends, maybe • You fail to realize your potential. Fight on!
their own avatars, or even other adventuring parties. The • Yes, slay my hordes, oh what good it does.
ruling entity, in their taunts, will say the riddle, “It’s funny • What a lovely party for my collection.
that you fight against what makes you mortal.” • Your gods won’t help you here.
Resolution: Mortality means being a creature that is subject to Here is a list of phrases that could be said by NPCs. You could
death. Dying will return the creatures to the material plane also have these phrases written on walls as messages:
much to the dismay of the deity. Other methods to escape • Please, end my agony!
would be Banishment, Planeshift, or any spell or ability that • I would die to leave here.
allows the party to transfer between planes. • It’s endless…
Hints/Clues: If your party gets stuck, you can have the monsters • I’m doing what you say. Why aren’t I free? (Directed at
they’re fighting give tips as well, perhaps the monsters want entity)
to die knowing the answer to the riddle. You can make the • Don’t let me waste away here.
plane seem like a loop where the party keeps coming to gates
guarded by the same monsters, indefinitely. Sooner rather
than later they should notice the pattern and try something
other than slaying everything in their path. Allow the taunts
from the ruling entity to be counterintuitive by saying things
like, “YES! Battle on,” and other phrases that would make the
PCs question their actions.

DC Tip: It’s important to note that the PCs should know or


figure out quickly that the entity is ill-intentioned.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 17


Lost Stars Resolution: If all seven swords are placed in their associated
scabbards, the vault door opens revealing the knighting
Explore the tenets of a lost order of knights, discover the tales of chamber of the Order of Falling Stars. The door closes
their seven swords, and reunite the masters with their blades to shortly after creatures enter the space and the chamber
unlock the order’s secrets. becomes an extradimensional space. Those inside appear to
Setup: White glowing runes push back the darkness in the be standing among the stars with countless planets and other
room set before the PCs. Through the prevailing dim light celestial bodies in the distance. The door is completely sealed
and flickering shadows, you can see statues of seven knights and creatures within are unaffected by Scrying and other
spread out in a semicircle, opening up toward a large wrought Divination or Conjuration magic. Each minute, a shooting
iron door. Centered on the vault door, the following words star zooms across the heavens until seven have passed. Each
are inscribed in an Elvish script. party member in the room is granted a very limited use of Wish
(GM discretion), which can only be used for something simple
Knights of the Order of Falling Stars and any complex requests instantly fail. The extradimensional
Seven smiths - Seven swords - With seven inscriptions space then fades and the vault doors immediately open.
Seven glyphs - Seven Scabbards - With seven descriptions
Hints/Clues: If the PCs have difficulty interpreting the stories
Seven swords belonging to the Knights of the Order of of each statue, an Investigation Check could reveal the knight’s
Falling Stars have been separated from their masters’ statues. tenet elsewhere on the statue, covered by a thick layer of dust
The swords are found throughout the area or surrounding and cobwebs. Only one or two of these should be provided
rooms and have unique appearances and inscriptions, each and will help the PCs gain momentum in solving the rest
representing a tenet of the order, but are roughly the same of the puzzle.
size and shape. The stone statues are in similar stoic poses Tweaks: For an easier puzzle, have the swords located together,
with their hands clutched against their chests, as if in prayer. perhaps on a weapons rack in a nearby room. To increase the
The statues’ details are diminished and each has an empty difficulty of this puzzle, spread the swords around a large
scabbard attached to their hip. At the base of each statue is dungeon, or even across the world. Additionally, to bolster
a wooden plate with details of the knight’s story, written in the depth of this puzzle you can write a short story for each
an Elvish script matching the vault door. The swords are not knight’s tenet and read it aloud to the PCs.
exceptionally magical, but each bear a one-word inscription
that translates to the Order of Falling Stars’ tenants: loyalty,
devotion, respect, courage, honor, integrity, and service. The
PCs must match the blade’s tenant to the knight’s story and
place the sword in the corresponding scabbard.
The stories on each statue are as follows with their
matching tenet:
• Loyalty: A knight overcomes temptation to turn against
their order for untold riches.
• Devotion: A tireless knight defends a tower from an army’s
invasion for years on end.
• Respect: A knight defeats a powerful adversary and lets
them go.
• Courage: A brave knight quests to slay a vile dragon.
• Honor: A young squire is knighted after a great trial.
• Integrity: A truthful knight owns up to a mistake made in
the line of duty.
• Service: A knight helps rebuild a village after a natural
disaster.

18 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Adventuring Gear

Coin of Trapped Destiny Dead Weight


Wondrous Coin Heroic Maul (Attunement)
This silver coin depicts a stylized cage on one side and a smooth The maul’s head is composed of skulls grasped by skeletal arms
blank surface on the other. As an Action, you can flip the coin twisted together and wrapped in black mist. The haft is the
into the air to determine the presence of traps within 120ft bone of a larger creature engraved with a variety of teeth. This
of you. A trap includes anything designed by an intelligent weapon has a number of charges equal to your Prof. Bonus, all
creature that would inflict a sudden or unexpected harmful of which recharge when you finish a Long Rest.
or undesirable effect. If destiny has foretold a trap nearby, Weight of the Dead: The weapon weighs 10 times its normal
the coin starts glowing with a dim hue and gets brighter the weight to those not attuned to it. Creatures that are not
closer it is to the trap. Once you are within 10ft of the trap’s attuned to the weapon have DisADV on Attacks with it.
trigger or mechanisms, the coin stops glowing. You can use Creatures that are Small or smaller without a Strength score
this property once per Long Rest. of 18 or more, are completely unable to wield the weapon
without attuning to it.
Brimstone Flail Burden From Above: As a Bonus Action, you can expend 1
charge to raise the maul in the air and summon radiant light
+1 Heroic Flail (Attunement)
from above. For 1 minute, when you hit with an Attack
This flail is made of Dwarven steel mixed with molten magma. using this weapon, you deal an extra 1d6 Radiant damage, but
It glows and crackles from within. Any creature within 5ft if you miss with an Attack using this weapon, you take 1d6
of it can feel their temperature begin to rise from the mere Necrotic damage.
presence of this weapon.
Grasp From Below: As a Bonus Action, you can expend 1
Eruption: As an Action, you can slam the flail on the ground charge to cause spectral hands to rise up from the ground in
in front of you. A burst of fire travels along the ground in a 5ft a 10ft radius around you for 1 minute. Other creatures in the
wide, 15ft long line. At the end of the line, the burst explodes area have their movement speed reduced by 10ft.
and sends a wave of fire forward in a 15ft cube.
Spirits From Beyond: When you take the Attack Action,
A creature within the area of the fire must make a DC 15 Dex you can expend 1 charge and forgo 1 Attack to call upon
Save. Failure: The creature takes 6d6 Fire damage. Success: otherworldly spirits to ward off your foes. Each creature
It takes half as much damage. You can use this property a of your choice within 10ft must make a DC 15 Wis Save.
number of times equal to your Prof. Bonus per Long Rest. Creatures affected by Grasp From Below have DisADV on
this save. Failure: The creature is Frightened of you until the
Faerie Sovereign’s Crown start of your next turn.

Faerie Sovereign’s Crown


Heroic Trinket (Attunement)
While you wear this crown, motes of yellow, green, and blue
light flicker around you like fireflies. You can use a Bonus
Action to force each creature of your choice within 10ft of
you to make a DC 15 Dex Save. Failure: The target takes
3d6 Radiant damage and becomes surrounded by motes of
light for 1 minute or until you end your turn more than 10ft
away from it. Any Attack against the creature has ADV if the
attacker can see it, and the creature can’t benefit from being
Invisible while surrounded by these motes of light. Success:
The creature takes half damage. You can use this property 3
times per Long Rest.

Brimstone Flail

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 19


Flint & Flame earth and shakes creatures off their feet. Choose a number of
creatures up to your Prof. Bonus that you can see within 120ft
+1 Heroic Daggers (Attunement) of you. Each chosen creature must make a DC 18 Dex Save.
This set of daggers are charred black and covered in soot Failure: The creature is knocked Prone.
with engraved overlapping flames rising up their blades. Ground Breaking Rhythm: As an Action, you can expend 2
The daggers require attunement as a pair and only use one charges to unleash a rhythm of beats that causes a great fissure
attunement slot. The pair has 5 shared charges which recharge along the ground to open up, originating from a space of
on a Long Rest and each dagger deals an additional 1d4 Fire your choice within 120ft of you that you can see. The fissure
damage when it hits a creature wearing metal armor. is a 10ft wide, 50ft long, and 50ft deep line that extends in
Fire Starter: While wielding these daggers, you can cast a direction of your choice from its origin. Creatures within
Produce Flame at will requiring no components. Constitution the area must make a DC 18 Dex Save, and Prone creatures
is your spellcasting ability for this spell. automatically fail this Save. Failure: The creature drops 50ft
to the bottom of the fissure. Success: The creature leaps to the
Dazzling Display: When you Attack a creature with one nearest unoccupied space outside of the fissure.
of these daggers, you can expend 2 charges to strike the
daggers together and cause an explosion of dazzling colors. March of the Deep Halls: As an Action, you can expend 2
Each creature of your choice within 10ft must make a DC 16 charges to play a Dwarven marching tune on the drum.
Con Save. Failure: The creature is Blinded until the end of Choose 1 of the following effects:
your next turn. • You create tremors in a 15ft cube, originating from a space
Smoking: As a Bonus Action, you can expend 1 charge to cause within 120ft of you, to damage a tunnel or structure. The
thick black smoke to spread out from one of your daggers in tremors deal 50 Bludgeoning damage to any structure or
a 20ft radius centered on your space. The area of the smoke objects, and creates difficult terrain in the area. If a structure
is heavily obscured, can move around corners, and the smoke reaches 0 HP, it collapses and deals 6d6 Bludgeoning damage
persists for 1 minute or until a strong wind disperses it. to anything it lands on.
• You clearr loose earth or debris in a 15ft cube and deposit it
up to 60ft away.
Gloves of Dueling Shifting Beat: When a creature you can see within 120ft makes
Heroic Glove (Attunement) a Dex Save while standing on the ground, you can use your
Reaction and expend 1 charge to strike the drum and shift the
These simple leather gloves are branded with swords crossed
earth underneath that creature. The creature can now make
inside a circle. While wearing at least 1 of them, you gain +1
the Dex Save with either ADV or DisADV, your choice.
to Melee Attacks with a weapon that is being held in 1 hand.
The gloves have 3 charges, all of which recharge when you
finish a Long Rest. Skull Cap
Compelled Challenge: As an Action, you can expend 1 charge to Heroic Helmet (Attunement)
throw one of the gloves to the ground to challenge 1 creature
within 30ft of you. The creature must make a DC 15 Wis Save. This tight-fitting metal helm has overlapping plates that edge
Failure: The creature is drawn to you for 1 minute and has toward the wearer’s spine with small copper wires protruding
DisADV on Attacks against creatures other than you. For the and connecting its sections. While wearing this item you have
duration, neither you nor the creature can willingly move resistance to Psychic damage. The helm has 3 charges, all of
more than 30ft away from each other. which recharge on a Long Rest.
Parry Flourish: When you are hit with an Attack, you can Mindful Protection: When you are forced to make an Int, Wis,
use your Reaction and expend 1 charge to gain a +1 bonus or Cha Save, you can use your Reaction and expend 1 charge
to your AC until the start of your next turn, potentially to make the Save with ADV, as you draw protective power
causing the Attack to miss you. This bonus increases to from the helm.
+3 against a creature that has failed its Save against your Knowledge is Power: As a Bonus Action, you can expend
Compelled Challenge. 1 charge to draw on your raw intellect to fuel your combat
prowess. For 1 minute, you can use your Intelligence
Modifier, instead of Strength or Dexterity, for your Attack
Quaking Drum and damage rolls.
Legendary Instrument (Attunement) Hive Mind: As a Bonus Action, you can expend 1 charge to
This metal drum is decorated with jagged mountain peaks connect your mind to another creature within 30ft for 1 hour.
with stalactite and stalagmite formations around its edge. You can speak telepathically to each creature you connect
If you are proficient in Performance, you can use it as a to, for the duration. When you make this connection, you
spellcasting focus. The drum has 5 charges, all of which also grant the creature 1 use of Mindful Protection or
recharge on a Long Rest. Knowledge is Power (your choice) within this duration.
That creature uses your Intelligence Modifier for its use of
Steady Heartbeat of the Earth: As an Action, you can expend 1
Knowledge is Power.
charge to play a beat on this drum that invokes the heart of the

20 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH


Bonus Level Up Perks
Abjure Pain • Expand: You are always under the effects of this feature and
effects such as Dispel Magic only prevent the levitation for
Dabling in Abjuration magic has taught you how to ward off 1 minute.
minor damages. Whenever a creature you can see within 30ft
of you takes damage, you can use your Reaction to reduce that
damage by 1d8 + your Prof. Bonus. You can reduce damage Lights of the Lost
in this way a number of times equal to your Prof. Bonus You gain access to Dancing Lights, if you don’t already know it,
per Long Rest. and as an alternate way of casting this spell you may summon
only a single mote of light instead of four. When you do so,
Channel Magic this spell does not require Concentration. Additionally, once
per Long Rest as a Bonus Action, you may force one creature
You have the innate ability to tap into the magic of others. within 5ft of a light summoned by your Dancing Lights to make
As a Bonus Action, choose one creature you can see within a Wisdom Save against your Spell Save DC. Failure: The
30ft to borrow magic from and force that creature to make a creature is put under the effects of Confusion until the end
DC 15 Wisdom Save. A creature can willingly choose to fail of its next turn. When you gain this feature you can choose
this save. Failure: Some of the creature’s magic, if it possesses either Intelligence, Wisdom, or Charisma as your spellcasting
any, becomes available to you temporarily. Choose a spell the ability for this effect.
creature knows that is of a level no greater than half your Prof.
Bonus. During the next minute, you can cast that spell once
without expending material components using the creature’s Rift Stepper
spell slot. You may use this ability once per Short Rest. You can sense the energy of magic and exploit it to open a
temporary rift. When another creature within 30ft of you
Gift of the Sun casts a spell, you may use your Reaction to exploit its use of
magic and teleport to an empty space within 5ft of it. You may
You are empowered by the sun to shine light in the darkness. use this ability a number of times equal to your Prof. Bonus
You learn Produce Flame and can target objects with it. per Long Rest.
Your spellcasting modifier for this spell is your choice of
Intelligence, Wisdom, or Charisma. Additionally, when you
deal Fire damage to a creature or object, you can use your Spell Dampen
Reaction to turn it into a flickering beacon that sheds 20ft of Your body has been imbued with anti-magic runes, making
bright light and dim light for another 20ft. it more difficult for spells to affect you. You gain +1 to Saves
against spells. Additionally, you may use your Bonus Action
I Have Just the Spell! to bolster your anti-magic runes, doubling the bonus to Saves,
and extending it to friendly creatures within 10ft until the start
Prerequisite: Prepared Spells of your next turn. You can use this ability once per Long Rest.
You frequently come prepared and are keen enough to have
an idea of what’s coming. As a Bonus Action, you can attempt
to swap out one spell from your prepared spells with another
Spellrage
spell of the same level that is available to you, to do so you Prerequisite: Barbarian
must make a Spell Check (DC 10 + spell level). Success: You You can augment your Rage with primal magic. Choose a 1st-
swap the two spells as if you took a Long Rest. Once you use level spell from the Sorcerer spell list with a casting time of an
this feature, you can’t do so again until you finish a Long Rest. Action or a Bonus Action. When you enter a Rage, you can
cast that spell as part of the same Bonus Action before your
Levitation Rage starts, using Constitution as your spellcasting ability.
Once you use this feature, you can’t do so again until you
You can use magic to suspend yourself slightly above the finish a Long Rest.
ground. As an Action, you can levitate 1ft off of the ground
• Expand: You can use this feature any time you enter a Rage.
and glide across solid surfaces using your movement speed
for 1 minute. For the duration, you are immune to damage
taken from falling and don’t trigger effects that require you
to be touching the ground. This effect ends early if you are
targeted with Dispel Magic. You can levitate in this way once
per Short Rest.

DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH 21


OPEN GAME LICENSE Version 1.0a License to copy, modify and distribute any Open Game Content originally
The following text is the property of Wizards of the Coast, Inc. and is distributed under any version of this License.
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 10. Copy of this License: You MUST include a copy of this License with every
1. Definitions: (a)”Contributors” means the copyright and/or trademark copy of the Open Game Content You Distribute.
owners who have contributed Open Game Content; (b)”Derivative 11. Use of Contributor Credits: You may not market or advertise the Open
Material” means copyrighted material including derivative works and Game Content using the name of any Contributor unless You have written
translations (including into other computer languages), potation, permission from the Contributor to do so.
modification, correction, addition, extension, upgrade, improvement, 12. Inability to Comply: If it is impossible for You to comply with any of the
compilation, abridgment or other form in which an existing work may be terms of this License with respect to some or all of the Open Game Content
recast, transformed or adapted; (c) “Distribute” means to reproduce, due to statute, judicial order, or governmental regulation then You may not
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise Use any Open Game Material so affected.
distribute;(d)”Open Game Content” means the game mechanic and 13. Termination: This License will terminate automatically if You fail to
includes the methods, procedures, processes and routines to the extent comply with all terms herein and fail to cure such breach within 30 days of
such content does not embody the Product Identity and is an enhancement becoming aware of the breach. All sublicenses shall survive the termination
over the prior art and any additional content clearly identified as Open of this License.
Game Content by the Contributor, and means any work covered by this 14. Reformation: If any provision of this License is held to be unenforceable,
License, including translations and derivative works under copyright law, but such provision shall be reformed only to the extent necessary to make it
specifically excludes Product Identity. (e) “Product Identity” means product enforceable.
and product line names, logos and identifying marks including trade dress; 15. COPYRIGHT NOTICE
artifacts; creatures characters; stories, storylines, plots, thematic elements, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
dialogue, incidents, language, artwork, symbols, designs, depictions, System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
likenesses, formats, poses, concepts, themes and graphic, photographic and Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
other visual or audio representations; names and descriptions of characters, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
spells, enchantments, personalities, teams, personas, likenesses and special and Steve Townshend, based on original material by E. Gary Gygax and Dave
abilities; places, locations, environments, creatures, equipment, magical Arneson.
or supernatural abilities or effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark clearly identified as Product Notice of Open Game Content: This work Uses Open Game Content
identity by the owner of the Product Identity, and which specifically excludes pursuant to the Open Game License, version 1.0a.
the Open Game Content; (f) “Trademark” means the logos, names, mark, and may be Used only under and in terms of that license. No portion of this
sign, motto, designs that are used by a Contributor to identify itself or its work other than the material designated as
products or the associated products contributed to the Open Game License Open Game Content may be reproduced or used in any form or fashion
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, without written permission.
copy, edit, format, modify, translate and otherwise create Derivative
Material of Open Game Content. (h) “You” or “Your” means the licensee in Product Identity: The following are hereby identified and designated
terms of this agreement. as Product Identity, as defined in the Open Game License version 1.0a,
2. The License: This License applies to any Open Game Content that Section 1(e), and are not Open Game Content: DC Playbook, The Dungeon
contains a notice indicating that the Open Game Content may only be Used Coach, The Dungeon Company, The Dungeon Coach LLC, all The Dungeon
under and in terms of this License. You must affix such a notice to any Open Coach product and product line names, logos and identifying marks
Game Content that you Use. No terms may be added to or subtracted from including trade dress; artifacts; creatures; characters; stories, story lines,
this License except as described by the License itself. No other terms or plots, thematic elements, dialogue, incidents, language, artwork, symbols,
conditions may be applied to any Open Game Content distributed using this designs, depictions, likenesses, formats, poses, concepts, themes and
License. graphic, photographic and other visual or audio representations; names
3.Offer and Acceptance: By Using the Open Game Content You indicate and descriptions of characters, spells, enchantments, personalities, teams,
Your acceptance of the terms of this License. personas, likenesses and special abilities; places, locations, environments,
4. Grant and Consideration: In consideration for agreeing to use this creatures, equipment, magical or supernatural abilities or effects, logos,
License, the Contributors grant You a perpetual, worldwide, royalty‑free, symbols or graphic designs; and any other trademark or registered
non‑exclusive license with the exact terms of this License to Use, the Open trademark. Content that has previously been designated as Open Game
Game Content. Content or is in the public domain is not included in this designation.
5. Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are Designation of Open Game Content: Subject to the Product Identity
Your original creation and/or You have sufficient rights to grant the rights Designation herein, the following material is designated as Open Game
conveyed by this License. Content. (1) all material required to be Open Game Content as part of the
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE game rules, or previously released as Open Game Content, (2) all material
portion of this License to include the exact text of the COPYRIGHT NOTICE previously released as Open Game Content, (3) all previously released Open
of any Open Game Content You are copying, modifying or distributing, Game Content, material required to be Open Game Content under the terms
and You must add the title, the copyright date, and the copyright holder’s of the Open Game License, and public domain material anywhere in the text.
name to the COPYRIGHT NOTICE of any original Open Game Content you
Distribute. DC Playbook, Copyright © 2022, The Dungeon Coach, The Dungeon Coach
7. Use of Product Identity: You agree not to Use any Product Identity, LLC. All rights reserved. Not for resale or redistribution. Permission given to
including as an indication as to compatibility, except as expressly licensed print or copy for personal use only
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co‑adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product Identity. The owner
of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open Game
Content.
9. Updating the License: Wizards or its designated Agents may publish
updated versions of this License. You may use any authorized version of this

22 DC PLAYBOOK VOLUME 8 | THE DUNGEON COACH

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy