A collection of resources exploring the complex art of being a dungeon master.

Balancing Homebrew Character Options

One of your players came to you with something that they wrote of found online and they want to play with it in your game. Rather than simply rejecting it, what can be done to balance homebrew content while still retaining what your players like about a homebrew character option.

Dark Gifts or Distinctive Quirks?

Van Richten’s Guide to Ravenloft introduces a new and exciting character option called “Dark Gifts.” While ostensibly flavored as pacts or offerings from dark entities that come with strings attached, these Dark Gifts can be made to fit many settings with a little tweaking of flavor.

Practical Guide to Optional Class Features

Tasha’s Cauldron of Everything introduced the concept of “Optional Class Features”, which offer powerful new options to customize and improve classes’ core features. Rather than allowing them across as-written for every character, I encourage a more reasoned, thoughtful, and precise approach.

Practical Guide to Campaign Planning

A mechanical breakdown of planning out the content and rewards of a campaign from levels 1 to 20.

Practical Guide to One-Hour D&D Sessions

A detailed guide to planning and running tight, impactful, and fun game sessions within a one-hour timeframe.

Practical Guide to Sidekicks

A detailed guide to what Sidekicks are, how they work, how to use them in your game, and how to create your own sidekicks.

Practical Guide to Using Magic Items

A guide to using magic items in your campaign as a reward, as a plot device, as a balancing mechanism, and as a window into the lore of your world.