We’re back once more for some delicious Adventure Seeds! This time we venture into the ruins of a once proud and grand city, now full of monsters and mysteries to be slain and solved.
The challenge with these was figuring out how I incorporate both the wild and civilized lines of thinking; after all, the city could still house some creatures just fine but also could be a barren ruin. It was fun thinking of how the city’s residents might change over time, and I think I have a few seeds that work for anywhere from right after its fall to many generations in the future.
Unsurprisingly, Wizards of the Coast has done it once again! Another two weeks, and another two- no, wait this time three new class options! This time we’re getting some options for Clerics, Druids, and Wizards!
This edition brings us an interesting trio of options. First is the Twilight Domain for Clerics, that promises them to be the light in the darkness. Secondly is the Circle of Wildfire for Druids who know destruction is necessary for creation. And lastly, the Tradition of Onomancy for Wizards who understand the power of true names.
Wizards of the Coast is now pumping out Unearthed Arcana after Unearthed Arcana following what felt like a break from putting them out at all. This is the third UA in 5 weeks, and I wouldn’t hate it if they kept it up, nor would I blame them for slowing down. This edition, however, sees some awesome new options for Bards and Paladins!
The Bard gets a proper oratory subclass in the College of Eloquence while the Paladin gets a true folk hero-esque oath with Oath of Heroism. Who better to spread far and wide the deeds of a heroic paladin than an eloquent bard?
Wizards of the Coast dropped a nice surprise in some a new spell and new class options for the Sorcerer and Warlock! After a 3 month wait, I wasn’t expecting to get another Unearthed Arcana just 3 weeks later!
The Sorcerer is getting an Aberrant Mind sorcerous origin and the Warlock gets a new patron in the Lurker in the Deep. We have a cool, mysterious theme going on with this edition of Unearthed Arcana, be it of eldritch origins or deep below the surface, and I’m excited so let’s dive in!
We are now 14 installments deep into A Handful of Magic Items! We have an insanity-inducing fog, a torch that is more than it seems, and some fun with random magical shields. With a focus on off-hand items, we’re excited to hand them off to you. Let’s take a look!
Censer of Madness (requires attunement)
As an action, the wielder can use the Censer of Madness to release a 15 foot radius circle of purple fog centered on the wielder lasting for up to one minute. The circle spreads around corners and is heavily obscured, but only rises two feet off of the ground. The wielder must use a bonus action on each subsequent turn to swing the censer to keep it active. The fog moves with the wielder. Once the Censer of Madness has been used, it cannot be used again until after a long rest.
Any creature, other than the wielder, standing in the fog must make a DC 15 Wisdom check at the start of their turn or be affected by it. An affected creature must roll immediately when affected and then again at the start of each turn on the below table to determine its behavior for that turn. An affected creature also cannot take reactions. Read More
We haven’t seen an Unearthed Arcana in about three months, but finally our friends at Wizards of the Coast have shown up with some awesome new class options for the Barbarian and Monk classes!
The Barbarian is getting the Path of the Wild Soul while the Monk gets the Way of the Astral Path. The Wild Soul Barbarian is a take similar in feel and flavor to the Wild Soul Sorcerer; random surges of magic that can be honed over time to go from chaotic to constructive! And the Astral Path Monk has a cool theme, effectively summoning an astral embodiment of the monk themselves that they can project onto their own body. Let’s take a quick look at their new abilities and I’ll share my thoughts as we go.
We’re back and we’re getting low with today’s Adventure Seeds as we plumb into the depths of Underground Caverns! These could easily be used in iconic areas such as the Underdark, other underground cavern complexes, or in some cases some might work as a normal cave.
The challenge here was to not make these encounters so much as ways for side plots to open up if they intrigued the party. I also didn’t want to rely on the party having heard rumors in town about the caverns as I imagined most of these would be pretty far below what most would know or hear about.
It’s been a long, lonely two and a half months since we got our last Unearthed Arcana with the revised Artificer, but finally our friends at Wizards of the Coast have come back with even more content for the Artificer!
Rather than rehash and deep dive into every aspect of the Artificer (you can read about it here), I’m going to take a look at what they’ve added and how it changes up the class from the last version as well as give my own two cents on these additions. If you have ideas, insights, and comments that go beyond what I cover, be sure to leave them below or head over to our Discord and join the conversation!
If space is the final frontier, then planets are the points of interest. We have another Adventure Seeds for you today; Unexplored Planets! While a broad topic, I wanted to showcase a variety of set ups and adventure intros that could easily be swapped.
My biggest challenge with this set was not recoloring past ideas as “____, but on a strange planet.” Coming up with ideas that could uniquely only happen or were a bit more likely to happen on a planet with no known areas was a challenge and a treat, and I really enjoyed exploring the unexplored in my mind.
On a regular basis, usually the first or second Friday of the month, our Knowledge Vault segment attempts to (somewhat satirically) Crack into the Vault of the best Old School 93/94 cards that you (probably) aren’t playing. This month, we unveil Banshee to prove to you that it’s more than just Farmer Joe under a bed sheet.