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%%

8147MOLG+oL

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%

 

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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.

 

 

Thoughts?

Daily Punch 5-22-18 Ring of the Lie Wondrous Item for DnD 5e

Want a item that you can use to out maneuver the Lawful Good paladin in your life.  I’ve got a dark gift for you!

 

Ring of the Lie

Wondrous item, uncommon (requires attunement)

This beautiful woven ring appears to as a mundane white gold ring that is made by a patron of a warlock who needs to navigate social situations delicately. Any character casting detect magic must succeed on a DC 20 Intelligence (arcana) check to detect as magical. Any character who puts on the ring must make a Wisdom saving throw DC 20 to prevent a curse from strikingthe curse this item provides. If the character fails the save, while they wear the ring, they perceive the warlock who gave them the ring or any character operating under the guidance of the warlock’s patron as mundane. Demons appear as commoners, fey agents appear as normal animals, and horrors from beyond the stars all appear as statues. The warlock’s spells and vile incantations appear as normal magic that is non-evil. Detect evil and other abilities used against that warlock, his patron, and and any agents of the patron will fail. If the warlock, his or her patron, or an agent of the patron uses his or her powers against a person wearing the ring they may make another saving throw with advantage to end the curse. These rings are often given as presents from the patron to local lords and fellow adventurers to help ease the acceptance of the warlock into an area or group.

 

 

thoughts?

Daily Punch 5-21-18 Shell of the Master Warlock Pact for DnD 5e

I wrote some stuff for a upcoming thing!  Here are some things I liked, but didn’t make the cut.   Here is a Warlock pact.  Its a scary one!

 

Shell of the Master

Every master chooses those who can serve, and you have been chosen for a most glorious purpose. Something happened, you do not remember much, but there was blood and pain, and now you feel the master in you. You are the now the harbinger of the master.  The master grants you power to protect his or her investment. Soon the master will choose you for his final purpose and you will be given the most precious gift of becoming one with the master!

 

Table: Shell of the Master Expended Spells

Your master provides several extra spells that most warlocks do not have access to. The following spells are added to the warlock spell list for you.

Table: Symbiote Expended Spells

 

Spell Level Spells
1st Cure Wounds (self only), Shield
2nd Barkskin (self only), Enhance Ability (self only)
3rd Protection for Energy (self only), Haste (self only)
4th Greater Invisibility (self only), Stoneskin(selfonly)
5th Modify Memory, Contagion

 

Master’s Protection

Starting at level 1, the master has granted you withhis investment a measure of protection. A number of time per day equal to your Charisma modifier, you can cast shield without using a spell slot or using your reaction for the round. You need not have shield prepared to cast this spell.

 

The Child Quickens

Starting at 6th level, you feel something the child growing inside you, and your “soon to be born child” begins to help its vesselvesile. A number of times per day equal to your Constitution and Charisma modifier you may gain advantage on a saving throw.

 

Share the gift

Starting at 10th level, you have begun to grow to bulbus lengths as the child begins to grow and squirm inside of you and throughout you. Once per day you may grab a helpless humanoid with less than 20 hit points and kiss that creature on the mouth, expelling your master’s children into the creature. The creature must attempt a Constitution saving throw. If it fails, you have filled the creature with your masters spawn. The creature is affected by dominate person for 1 minute requiring no concentration. Once the spell ends, the masters spawn hatch and the creature explodes in to a shower of gore and you summon forth a creature of CR 2 or less of your master’s chosen type. The summoned creature is not under anyone’s control and acts according to its own will except to not attack you. All creatures who witness the effect must succeed on a Wisdom saving throw or become frightened for one round. You may do this once per day and must take a long rest before you can reuse this ability.

 

Bodily Transcendence

When you reach 14th level, the master has arrived! You explode into a shower of horror and the master’s true child steps forth from you ruins of your body. You are utterly destroyed and only a wish spell can restore you to life. Choose a creature of your master’s type with a CR of 7 or less that your master would approve, at GM discretion. You are now this creature. You gain all the powers of the warlock class you had as well as all abilities from your new class. You may retrain any ability increases using the creatures base statistics, and you are no longer limited to having a maximum of 20 in any statistic. The DC of any special abilities is equal to your spell save DC and any special attack of the creature is treated as a melee spell attack that you are considered to be proficient in. You continue to level as a warlock from this point forward as you are still being guided by the master in this new form.

Daily Punch 5-18-18 Merlin’s Apprentice arcane tradition for DnD 5e

Let’s finish out the giant book strong.  Here’s one for the wizards who use giants to do their dirty work!

 

Merlin’s Apprentice

You follow a master who needs no introduction.  A trickster and wise-man from an early age he guides you, molds you, and shows you how to work magic that is not always arcane or even uses spells!  He shows you ways to handle situations that sometimes use friendship, guile, and occasionally a spell.

Master of the Real Magic

Beginning at 2nd level, you see what the master says when guiding men is more important than mastering magic.  You gain proficiency in Charisma(diplomacy) and Wisdom(insight).  If you are already trained in either, gain the rogue’s expertise class feature for that skill or possibly both.

Hiding in Plain Sight

Starting at 6th level, the master shows you how to move around unhindered among men not paying attention.  Twice per day you can use a druid’s Wild Shape ability as a druid of your level or cast disguise self  without it consuming a spell slot.

Good Friends are a Good Find

Beginning at 10th level, the master introduces you to his friends.  You can cast conjure elemental but instead of conjuring an elemental you conjure a giant of equal CR.  This spell does not consume a spell slot.  If you lost control of this giant, it is not hostile to you unless you act hostile to it.

The Master’s Final Lesson

Starting at 14th level,  you learn the final lesson you master never learned himself.  You are immune to all spell and effects that charm you and have advantage on all saving throws against spells of the enchantment, abjuration, and conjuration schools.

 

Thoughts?