Daily Punch 10-9-18 Cruel Daggers feat for DnD 5e

How about this fore a feat for DnD 5e?


Cruel Daggers

You know how to make the daggers cut deep!  Gain the following:

  • Increase your dexterity by 1, to a maximum of 20.
  • When you use a dagger, the dagger does 1d6 slashing or piercing damage instead of its normal 1d4.




Daily Punch 10-8-18 Lost in the Crowd feat for DnD 5e

Let’s get back into DnD with a bang!


Lost in the Crowd

When you are in a crowd, you become the needle no one can find in the haystack.  Gain the following:

  • Increase your Dexterity or Charisma by 1, to a maximum of 20.
  • You gain advantage on Dexterity( stealth) and Charisma(deception) checks made to hide while in a crowd of non-hostile people.

Ring Side Report- RPG Review of Wayfinder’s Guide to Eberron

Product– Wayfinder’s Guide to Eberron

System-DnD 5e

Producer– Wizards of the Coast

Price– $20 here http://www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e?affiliate_id=658618

TL; DR– A much needed update on nearly everyone’s favorite modern crazy setting.  88%


Basics-Whose ready for some Dragonpunk?  Wayfinder’s guide to Eberron is a 5e update to Eberron from Keith Baker.  Eberron debuted in 3.5 DnD, received a 4e update, and this is the updated 5e version.  What Eberron is is hard to describe. It’s a post-magic war, Noir, fantasy, semi-modern sci-fi non-standard epic with sprinkles of Cthulhu mythos added in, with massive changes to the standard DnD world as magic is extremely common and every race doesn’t follow any of the normal conventions set before.  The book itself has one chapter setting the tone and feel of the world. After that is a chapter on the geography of the main continent followed by a chapter on the different races of Eberron. From there the book shifts to magic, focusing one chapter on Dragonmark houses (think magic family guilds with tattoos that appear under stress providing magic powers), and then new magic creation rules as well as items for the world.  The book wraps up by focusing on a major city of the world called Sharn, and finally providing additional resources like extra reading, a glossary, and pictures you can use for your game.

Theme or Fluff-I like the stuff in this book.  It is travel guide to the world of Eberron providing a much needed update for the most recent system of DnD.  Players get to learn about the world, and GMs get enough story seeds that they can set a story anywhere. The races feel fresh since that is a major point of Eberron, and the world is deep.  My major complaint is this book feels short. Under 3.5, whole books were written about each of the different countries, and here each place gets about a page. For a book published by Wizards of the Coast itself, I expect a bit more for a $20 PDF.  Nothing here is bad, but I expect a bit more from the main publisher. 4.5/5

Mechanics or Crunch-Wizards of the Coast put out a book, so they know their own system.  I love the new races and am glad to see the races specific to Eberron get a 5e DnD coat of paint.  I also can’t give enough praise and love to how Dragonmarks and magic item creation is handled. Dragonmarks are one of the core elements of the Eberron setting as these magic family businesses run large chunks of the world, at least by proxy.  Previous editions handled this by feats, but this one sets them up as races. You are born a Dragonmark, which feels thematically true, but I also like the crunch of how each Dragonmark is handled. Magic items are extremely common with an almost cellphone like network existing in Eberron, so magic item rules needed an update.  This book provides new item creation rules and providing costs for items. This is an update the system needed long ago as some DnD Adventurers’ League players are swimming in gold but have no real use for it. In Eberron, that gold has a place to go! 5/5

Execution– HOOOOLLLLYYYY COW!  Wizards of the Cost put out a PDF and its hyperlinked!? Overall, I like the flow in this book.  I don’t hate reading the book as it doesn’t hurt my eyes to scan or dive deeply into each topic.  The text is laid out well, font is good, and I like the art. Now, the art is very recycled, but the DMs Guild lets authors use art from previous editions, so I don’t hate it.  I would like a bit more from the mothership, but its is not bad. The book does feel short, and that short nature hurts it a bit. I could easily see expanding each country to two pages and adding in more art assets from other books.  This also kinds of makes me angry as your charging roughly full price compared to Chaosium and Paizo for a book that the fluff is already written for and your art is already written for. The art is already made, and you have the graphics sitting on a hard drive, so why not use them?  The maps are ok, but they are the most general ones from the setting, so you don’t even see the capital cities on them. This would also break up the text a bit more as multiple pages are two columns in a row. There is enough white space to not make reading boring, but I’d like more. 3.75/5

Summary-Eberron is an amazing setting that everyone should experience.  From how it flips the script of traditional RPG elements to its Noir setting of morally gray characters, it should be on every RPG player’s bucket list.  This book provides a great new update to the world, providing both DMs and players with a wealth of information. My main complaint is that I would like more.  For a $20 PDF, I would like a bit more, and some of the more I want are things that Wizards of the Coast already has like maps and art assets. Some are included in the back of the book, but putting them where they are mentioned in the book might help a bit more.  That said, you can’t really go wrong with this book. If you are tired of the same Tolkien inspired fantasy, then check out Eberron. This book will give you the 5e shot in the arm you’ve been looking for to start your own game. 88%

Ring Side Report- RPG Review of Mordenkainen’s Tome of Foes

Product– Mordenkainen’s Tome of Foes

System-DnD 5e

Producer– Wizards of the Coast

Price– $33 here https://www.amazon.com/MORDENKAINENS-FOES-Accessory-Wizards-Team/dp/0786966246/ref=sr_1_1?ie=UTF8&qid=1531451731&sr=8-1&keywords=mordenkainen%27s+tome+of+foes

TL; DR-It’s not plagiarism if it’s from you!  83%%


Basics-It’s not Monster Manual II, IT’S MONSTER MANUAL II!  Mordenkainen’s Tome of Foes builds out the world of Dungeons and Dragons, focusing less on any one particular world and more on the higher and lower planes.  It provides players with some new options, race options, and even story to build out the characters they want to be. DMs get new monsters, focusing on higher power, extra planar monsters as well as building the universe around the normal material plane players are used to.

Theme or Fluff-This book is by the same people who made the planes in the first place, so its top notch.  The story is amazing, not just for a monster manual, but for any book honestly. You get a ton of options to really make well rounded characters from backstory to new hooks to get the characters really involved in the world.  There are multiple versions of tieflings depending on your devil parents. Those little touches really draw you in. DMs get monsters that have story as well as world-building that will really make higher level play much more interesting.  This is a great resource for any DnD 5e player that wants some planar spice in their game or character. .5/5

Mechanics or Crunch-Again, this book was written by the people who made the system, so they know their math.  The monsters feel right. There are new monsters as well as old favorites. Get ready for heavy hitters though.  This book has low level monsters, but it brings a ton of big boys to the fray. If you need high level monsters, then this is the book for you.  5/5

Execution– Is there a PDF since this book came out in 2018?  Nope, well we’re down to at most ⅘. Then, this is where I get personally angry.  This book copy/pastes the high level monsters from Out of the Abyss. I’m not just talking monsters, but art and even whole written backgrounds for monsters.  We’re talking about ⅕ of the monsters from the book, and almost all the high level monsters. And that is where I draw the line. Need big monsters to make the fight happen?  Great! Use some but not all. The highest level monsters are all the demon princes/princesses of the abyss. NO DEVIL LORDS ARE IN THIS BOOK. That means the DnD team decided to phone in ⅕ of this book by just copying another book they put out a few years ago.  So even though the book’s layout is good, art is good, and event tables of contents and appendices are great, you get a crap rating because you want me to pay full price for phoning in effort. 2.5/5

Summary– I want to like this book.  It’s got a ton of great qualities.  Players and DMs both get excellent resources to use to build up their stories with new characters options and monsters.  And honestly, the book is put together well. I like what they did here with all the different end tables and even the layout of the monsters.  However, this book breaks two important rules for me. First, I can’t get a digital version without have to buy it separately through an app. I already have a number of apps, and when that company folds, I will lose my purchase.  So the lack of PDFs really hurts this book. Second, large parts of this book are just copies of an earlier book. So, why should I reward any company for just selling the same thing to me twice? This is a great book, IF you can get past the fact that if you already own Out of the Abyss, you are buying the monsters again.  If that doesn’t bother you, or you don’t own that book, then this is going to be a great book for your DnD collection, both as a player and as a DM. 83%


Daily Punch 5-25-18 Ultimate Sacrifice spell for DnD 5e

One last DnD spell for a bit.


Ultimate Sacrifice

9th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally. Both targets are instantly killed and are considered to have both failed three death saving throws instantly. If the willy ally has less hit points than the target, the target is allowed a Constitution saving throw to survive with no effect at all. If the target has double or more hit points than the willing ally, the target has advantage on the saving throw. The willing ally is killed regardless of the results of the target’s saving throw.

Daily Punch 5-23-18 Balance the Scales spell for DnD 5e

More random spells for DnD 5e!


Balanced Scales

7th-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: Instantaneous

Chose a target in range and a willing ally and select an amount of damage up to the willing ally’s current hit point total. Both targets are dealt damage equal to that amount. This damage may not be reduced or prevented by any manner and may kill the ally outright.

Daily Punch 5-23-18 Shared Sacrifice spell for DnD 5e

Here is a spell that Warlocks might like!


Shared Sacrifice

2nd-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S
Duration: instantaneous
You choose a target in range and a willing ally in range. The willing ally only gets to choose at start of the spell to be willing and is at your mercy for the rest of the spell. You deal both targets 10 damage. This damage may not be prevented or reduced by any means. The target may choose to take an additional 10 damage that may not be prevented or reduced by any means to deal an addition 10 damage to your willing ally. If the target chooses to do this, then you may choose to deal an additional 10 damage to both targets that may not be reduced or prevented. If you choose to do a second volley of damage to the target and ally, the target may then choose to do a final 10 damage to both targets. The willing ally and the target must have enough hit points for the damage to fully take effect for either you or the target of the spell to choose to do damage. The damage must always be dealt to the same willing ally.

At Higher Levels: When you cast this spell using a higher-level spell slots, you and the target may choose to do an additional round of damage for each spell slot above 2nd.