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Submit Your Questions for the February Q&A Livestream!

Our February 2020 Livestream will be a Dungeon Master's Homebrew Workshop! Join us stream on TOMORROW, Feb 26th from 6 PM to 8 PM ET.

Please submit any questions you may have about homebrewing content for your D&D campaigns, such as:

Please leave your questions in the comments below by tomorrow at 4pm. We ask that you submit no more than one question for consideration.

We hope we can answer most submissions, but we may need to narrow our selections occasionally depending on the quantity. We’ll curate the questions to avoid duplicates, and we encourage you to LIKE questions submitted by other patrons which are of interest to you so we can prioritize if necessary. We’ll read out your questions out during the stream, and hopefully take a few extra questions from the live chat as well.

If you miss the live stream, don’t worry — the full recording will be available on YouTube a few days later.

Cheers

Kelly & Monty

Comments

Question: In a campaign with two player characters in Tier II of play, I want to introduce cooler, stronger monsters and villains but worry about player death or TPKs coming up too easily. Encounters of moderate difficulty or above can turn deadly very quickly if one of the characters is incapacitated in any way. Besides just finding ways to lower the CR of stronger monsters, do you have any suggestions for upping the “cool” factor of creatures without necessarily raising the “danger” level too much?

As an AT, I want Booming Blade, Mage Hand, and Minor Illusion, and Find Familiar. Everything else is gravy.

Dungeon Dudes

Question- How would you homebrew evil NPCs. I plan on doing a one shot with 3 level 10 players with them facing 3 evil NPCs . I planed on making them into Revenants each being a evil character class( a oath breaker, death domain, and a divine soul sorcerer) but I dont know if I should use all the class features they get or not when facing the PCs I want to make it a challenge but not try to tpk the group.

Skullking20

Hey all! My two questions (if possible as they are somewhat related) I am running a home game with my gf and our roommate. With only three of us the party size is limited to two. To counter this I have been having the hit points of monsters and giving the party a couple of extra powerups, however balancing encounters is still very challenging. Question 1, what are you thoughts on running a two player campaign and do you have any tips for balancing encounters... This brings me to my next question, which regards the new sidekick rules from TCE. I'm thinking of giving them a healer sidekick to add some magic and survivability, what do you guys think about implementing side kicks both generally and as a way of rounding out a party (excuse the long post)

Hey DDudes! I'm considering introducing a community of werecats in my mostly urban homebrew campaign as a means to potentially give my tabaxi PC the choice to join their ranks and gain some cool new abilities, if not some unpredictability. How would you go about writing a clan of hitherto unknown werecats (or any similar creatures) into a place like Waterdeep? Thanks!

An Arcane Trickster takes the Magic Initiate (Wizard) feat. Please describe the spell selection

Do you have advice for homebrewing cursed items that players might actually use?

I like to build my world around my players and their choices. The problem is I find this quickly becomes a soap opera. How do yall make player driven worlds without things going crazy? (if you read any of my posts on Discord about my last campeign...the one with magic nuclear power plant my party had to save from an ancient dragon...you know what I mean)

Hey Dudes, love your campaign videos! They make me feel like I am at the table as well! My question is: What's a good way to allow players to make their own faction or organization together? What if they want to make a stronghold, house , etc for faction/organization? How can I prepare? What things do I need to keep in mind if I were to allow this? Homebrewing premade organizations are easy because you don't have to go into much detail into how they got started (ex. It took this amount of lumber to build this part of the building) but if the players want to homebrew their own organization or faction, how would I make it work?

Question: I find that magic items are easy and fun to homebrew, but it is more challenging to design fun and engaging items for a campaign with an artificer in the party. I really want to offer the character a reward that doesn't feel like another infusion or class perk. How would the Dungeon Dudes approach this?

Hey Dudes, I'm thinking about homebrewing a politics-oriented subclass, probably for a sorcerer, and wonder what kinds of special abilities you might suggest? For instance, if a sorcerous origin is political, what boosts would a character get at first, sixth, 14th and 18th level? Would they all be persuasion and diplomacy oriented, or is there some other way to approach this? Thanks as always for the good work!


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